or rather, a more complete title, since the subject field isn't large enough...
A Commentary/Diatribe on the Nature of Persistant Worlds, Death, Roleplay, and how it suffers.
I'm not certain what exactly I'm trying to say with this post, and coming up with what I write as I sit here. I do this for the sole purpose of putting my general frustration with the server - and Persistant worlds in general - into words. EfU is a roleplay server. Roleplaying is what the players do. It's encouraged. It also happens to be a very difficult roleplay server, due to a huge learning curve and the difficulty involved in surviving, both the monsters of quests, the environment, and often times even other players.
I want to say now, that this whole rant, is not inspired by any event at all in particular; it's just a product of a buildup over time, and I've actually meant to write this for a few days now.
So EfU is difficult. It requires a lot of skill. But not skill at roleplaying, no, it requires a substantial amount of completely OOC skill at, quite simply, making effective builds, and surviving combat. For example, it's an established fact, and entirely true, and has even been stated by the DM team, that "Heal" is an extremely valuable skill to have, because it allows a very cheap and effective way for people to recieve large amounts of healing. It's even gotten to the point that the Heal skill is a stapel of any character, and is almost necessary. If you do not have it, you end up instead spending inordinate amounts of money on potions, or just medicinal herbs you can only use half the time.
So the heal skill is more or less necessary. If you don't have it, you take a very large disadvantage, by having to, essentially spend more money, which could go to other places.
What happens when the hardcore roleplayer decides not to take the Heal Skill, because it doesn't make sense for his character, who happened to, say, be born into slavery, and never in his life had any opportunity to learn how to use bandages?
Because the player is devoted to keeping IC, he takes a disadvantage to the 99% of the playerbase who took the skill as a matter of course.
The Heal skill is hardly my gripe though, it's just an example, and is probably completely full of faulty logic and fallacies. But the same principle applies over and over and over to dozens of situations in EfU.
Not having 'Heal' is a minor thing ultimately. It totals to a few gold in the end, now let's look at something that's a bit of a bigger deal.
The player's character, for one reason or another, is extremely angry, and is lost to logic or reason of any kind. All he wants to do right now is kill the enemy, so he charges. And he charges and charges and charges. He's killing the enemies, and then suddenly, to a few rolls of the dice he's loading the fugue, because he didn't manage to drink a healing potion fast enough.
This death is obviously, completely In Character.
The player played his character right to the death, and knew it was coming.
He respawns, because quite frankly, his death wasn't cool enough to warrant ending the character, and he's got a lot of other stuff going on for him. He wants to continue. So he respawns, and continues the quest. In the process he continues to play his character, and continues to charge and be a madman, and in the process uses a huge amount of supplies to survive. Dozens of healing potions and buffing potions and so on.
Before long, the quest is over, and he survived the rest of the way, and is back collecting the reward.
For all that happened, he was at a net loss of both experience and gold, and, because of the death earlier on, causing him to lose say, a month of playing's experience, because he doesn't quest very often at all, he is also at a net loss of enjoyment.
Meanwhile, and I'm not criticizing anyone, the other players in his party, who did not charge recklessly, all survived, and all had a net gain of both XP and Gold, and probably even enjoyment.
Ultimately, the hardcore roleplayer, the person who gives his characters disadvantages and plays his character regardless of the IC consequences, inevitably is punished in the end by the extreme death penalties.
Is it just? I submit that it is not.
And so we come to the nature of Peristant Worlds.
Death has to be serious, it can't be something taken lightly, because then you've got people who don't pay attention and always charge and die constantly, and then respawn, just because it's cheaper to die, than to spend money on healing.
So I realize why the death system is the way it is. Ultimately? roleplay suffers either way.
To break it down, because I know I'm not being clear, the point of my rant is this:
Players who choose to roleplay IN CHARACTER disadvantages despite their consequences, inevitably suffer further OUT OF CHARACTER disadvantages.
The largest case of this is when the IC disadvantage leads to an IC death and an OOC XP penalty. The player is penalized for roleplaying, when it should be promoted.
Even simpler: Heavy Death Penalties = Bad No Death Penalties At All = Bad
So my main question, and what I want the discussion to be primarily about: Am I completely off-base for feeling this way? Why? And If you agree with the way I'm seeing things, what could even be done to fix it?
Another comment: I don't want to be told that "Nobody is forcing the hardcore roleplayer to be disadvantaged except himself." I realize this. I get it. But I think it's a terribly sad state of affair when the cookie cutter build becomes common, because it's the only way to really succeed and get points.
So- Discuss, I suppose. I'll come back with my own thoughts on what can be done later.