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Post by Clue314 on Jan 10, 2012 20:37:20 GMT -5
Hmmm, XP level, Not a bad idea, but it wouldn't make sense In-RP, just because you get knocked unconscious doesn't mean a total loss of fighting skill.
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Post by Umune on Jan 10, 2012 22:00:46 GMT -5
XP- that still doesn't resolve the grand grinding problem. All you have to do now is set up a mob farm.
Maybe some sort of plugin that tracks player kills.
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Post by FlamingDragon96 on Jan 10, 2012 22:06:57 GMT -5
Player killing doesn't mean skill, if it did the person with the highest skill would be those spawn killers. I still think we need block and parry.
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Post by Zomgman on Jan 10, 2012 22:15:37 GMT -5
Have a plugin that tracks hits on players, so if you train IC (hoping you woudnt abuse of it OOC) your skill in fighting would go up.
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BlackJack
Junior Member
(Keyalvis, Althan, Finrael)
Posts: 60
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Post by BlackJack on Jan 10, 2012 22:35:49 GMT -5
^ building on training IC. I think players should be able to duel without being able to die, that way you can train a bit more easily.
I also like the idea of blocking & parrying (which doesn't seem to be too popular) because in reality, that's what sword fighting is about.
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Post by Zomgman on Jan 10, 2012 23:01:33 GMT -5
If you practice kendo, you dont give a crap about blocking or parrying...
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Post by FlamingDragon96 on Jan 10, 2012 23:12:46 GMT -5
But this is minecraft, and it really needs blocking and parrying. Why? Because people spam left click and kill you in under 10 seconds, I would be okay with just blocking since it's easier.
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Post by splamzloard on Jan 11, 2012 12:31:23 GMT -5
I think the that blackjack and umune have hit our problem dead on. The problem isn't damage; it's damage immunity. As blackjack pointed out, you can't take damage or duel without the risk of dying. The solution? Make dying harder. And then add a penalty for dying. When you die InRP, you should actually die. And it wouldn't happen often at all, because it'd be nearly impossible to actually die.
There should be stages of "health," and you wouldn't actually die until the last stage. The first stage would be the one you are in most of the time, healthy. Perhaps 20 health in this stage, so in order to be brought down to wounded, you would need to take the amount of damage that would normally kill you. Once in the wounded stage, you deal slightly less damage and move slower. Next stage would be unconciousness. In this stage, you can't move or talk in local for 30 seconds. Once the time is up, you are wounded again. If someone who intends to kill you (it HAS to be another player) hits you with a lethal weapon twice (only iron and diamond swords count) in the uncouncious stage, you die. You need to either a) be resurected (which is a pain) or b) make a new character.
In the wounded stage, the only way to get back to the healthy stage is to be healed by a human healer. Only humans have the power to heal other people.
Of course this is just the beginnings of an idea. I'm open to suggestions or modifications.
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Post by bloberis on Jan 11, 2012 15:15:57 GMT -5
I think the death penalty shouldn't be make a new character, because that really can be a pain in the ass. I think it should be you die like normal and can't use /back. Since Skalas is already deemed a magical place by most, we can say when you die it brings you back. But since people still want their characters dead sometimes, there should be a way to perma-kill someone, but it should probably involve invoking the power of the gods or something like that. Because being perma-killed when you don't want is so awful people will quit the server because of it, a lot of the dedicated people won't, but some newby who gets perma-killed by some evil character would just up and quit if they put a lot of work into their bio.
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Post by Zomgman on Jan 11, 2012 15:18:30 GMT -5
I think that is a good idea... But i dont think only humans should heal, Humans should be the best medics and heal in the least amount of time, and they are the only ones who can train others to become medical personnel, And have a healing spell that can turn wounded to healthy, but cant revive.
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Post by Clue314 on Jan 11, 2012 15:34:32 GMT -5
Hmmmm, if we do get healers, I think my character would be suited to be one, I am looking for a new job (Because I believe that I am not a good inkeeper), and I think a magically related job would be best.
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Post by splamzloard on Jan 11, 2012 17:48:43 GMT -5
I think the death penalty shouldn't be make a new character, because that really can be a pain in the ass. I think it should be you die like normal and can't use /back. Since Skalas is already deemed a magical place by most, we can say when you die it brings you back. But since people still want their characters dead sometimes, there should be a way to perma-kill someone, but it should probably involve invoking the power of the gods or something like that. Because being perma-killed when you don't want is so awful people will quit the server because of it, a lot of the dedicated people won't, but some newby who gets perma-killed by some evil character would just up and quit if they put a lot of work into their bio. So basically you disagree with everything I said? Because honestly, characters need to die. If you don't want people to leave the server, then don't kill someone. If you guys REALLY hate the death idea, then we can make up some other penalty, but it needs to be severe.
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Post by scud47 on Jan 11, 2012 17:50:15 GMT -5
Hmm, I agree with character death, as long as it's not too frequent.
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Post by Umune on Jan 11, 2012 17:51:54 GMT -5
I fully agree with Blob on this one. White the blocking of /back may be a bit draconian, I think that is totally necessary.
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Post by catplanetcatplanet on Jan 11, 2012 17:53:01 GMT -5
So now you have another skill. Great.
Right now: Clue: Magic Alchemy Innkeeping (which can indicate farming/cooking etc etc) Ships
vs Zomg: Physical ability I guess Ships
vs Ash: Magic Sword
vs Flaming: Magic Having a shop, which is basically like having a lemonade stand Archery
vs Cat: Magic Archery
You fail to realize that your occupation does in fact add to your skills. Look at your skill spread compared to others. Take out innkeeping, you add healing. Whoop de doo. If anything, an elf should be a healer (magic/healing vs magic/alchemy vs magic/enchanting etc).
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