I'd love to see a PD server, but there is another way.
Setup guild rules which can be customized based on the guild. Some simple rules or a flag would prevent the use of ress shrines if you were a member of that guild. If you died, and released, you'd be disbanded from the guild or effectively dead, but free to play outside of that guild of course. This would give many players who can't imagine Permadeath an easy out since they wouldn't lose their characters.
I know many PD guilds use additional rules, and perhaps some of these could be included in a guild management application. My Guilds Customized PermaDeath Rules
On Argo, we have quite a few people running PD, and I don't think it would be a bad thing to support Permadeath in the game abit.
The beauty of PnP is that there are so many ways to play the game. In my groups, Ressing was unheard of. When you died, you were done, rerolled. It would take acts of divine intervention to change this and it just never happened. Given the current state of MMO's, I don't see any game supporting even the most basic Permadeath game play. Turbine could widen our niche a bit if they built in just a little more support for Permdeath.
Last edited by deepshadow; 08-22-2008 at 02:20 PM.
We're not selfish, but realistic.
What you want is to play by a long list of pre-set rules. Well, let me tell you what: you can set them yourself! No twinking? Don't twink. Permadeath? Delete your character after death. Can only use rest shrine once? Well, use it only once! You can acheive the same thing by no coding at all. So, tell me why they would code it?
I don't see the piont. If you want to play permadeath, just join Subline or Nortal Voyage and play by their rules.
No coding needed.
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The problem is that the game is so Monty Haul. I'd like to play it where if I had a +1 weapon at 5th level, I'd think I'd struck pay dirt. If the game weren't so gear-dependent, skills (swimming, anyone?) and feats would mean a lot more because you wouldn't be able to rely on gear to do the work for you.
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I have, and I'm not kidding here... begun to measure the value of a quest based on the number of treasure chests it contains.
When was the last time you really did that?
My Pally is nearly level 4... and she's weilding a +1 longsword.
It make me feel like a badass.
This is the first character where I actually have those ever useless one minute duration shield of faith pots on my hotbar.... just in case.
Has nothing to do with being selfish.
Turbine has given limited resources to the world of DDO, and there is so few content and bug fix's can take awhile to get into the game. Forums have plenty of posts on both issues. When you create a new server, with a different ruleset, you now introduce the potential for new bugs. The devs would be spread to thin to get anything worthwhile done. I think it is in the best interest of Turbine and the devs to work on one ruleset that affect the vast majority, not the minority in this case.
Especially when you can already play this way, there are guilds dedicated to it. Why would you join one of these guilds if you plan to cheat yourself of the style of play that is being offered. If someone does not have the self-restrain to live by the spirit of the rules of the guild then they are fools for joining in the first place.
I would rather see the devs spend there time working on new content, fixing bugs that affect all servers. Creating a new perma death world server would spread the resources to thin. With less content and less bug fixing, because are devs are now doing 2 different rulesets, there would be less reason for people to continue to play. Subscriptions would drop.
If you want to call that selfish, that's fine with me.
PvP was something that is worthwhile it may not be for you, it isn't for me, but because the end justifies the means it makes sense.
Obscure analogy that might not make sense:
"If you want a bearskin rug, go and shot it yourself rather having a company wipe out a species of bear to sell you that rug."
"Why...so...seriousss!", the Late Heath Ledger as the Joker StormLord Mascot
DDOwiki.com, #1 source for DDO information.
I think we all agree that more options is good.
The real issue is how much work would it really be to implement this.
I'd like to think that if it meant 1 dev spending a day or 2, we'd all agree its well worth it.
Unfortunately, it would probably take more. But how much more? Who knows.
I played PD up to lvl 3 or so on Thelanis and it is a lot of fun. Especially when you're getting bored/burnt-out and have run lvl 1-5 quests 1,000,000 times.
Hmm...think again. MV is one of the most active (non-anon) guilds on Argo. But no, we don't need a seperate server. In a lot of ways a seperate server would hurt PD play. Players would go there not to challenge themselves but grind out easy XP to epeeen out. Magic comodities should be removed from all servers, but not because of PD.
Last edited by parvo; 08-22-2008 at 04:28 PM.
The main point about a non-twink PD guild is that everyone is on the same playing field gear-wise so teamwork and skill can get more focus, not so we still have +1 longswords at level 6. People generally have decent equipment. Not Raid gear, but still good stuff. As soon as you allow twinking, the auction house or endless loot running, large equipment gaps can result.
Last edited by GeneralDiomedes; 08-22-2008 at 04:46 PM.
Server Sarlona / MST / Guild Enslaved / Characters Ionos, Cydekik, Xalavan, Rodessa, Hethrow, Ramsteen
Tri purpose really. Decreased disparity between characters of the same level, reasonable equipment for the task and renewed individual economic strategy (not the dynasty kind of economic strategy). There is still some disparity. Luck, skill and haggle will do that, but it's not huge. There are still times when a character may not have reasonable equipment for the task, but there are lots of tasks to choose from. The economic strategy plays out very well with high haggle characters having nice stuff and no-haggle characters getting by with their other talents. A nice balance for certain character types.