Raise dead

Started by Kiaring, November 03, 2008, 09:50:46 PM

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Nightshadow

How is a pre-set number of times you can respawn from dieing to monsters, whether or not it was from lagg or a glitch, good for story? We'd see some very good characters perma-die when a troglodyte or nightriser got in a lucky critical hit.

As for raising the price on Raise dead, whatever it may be now, 700, 900, or 1300, I don't know what it is, to be honest, but I think 700 is good. Some faction people may have a very easy time simply ressing their companions, which is fine, it just means that if it was PvP the person who killed them didn't think things through, and will lead to more good RP, and if it was on a quest or something, it is just more good RP.

Having these Raise Dead items flying around isn't a bad thing, being ressed after being killed by an assassin will lead to some very good RP, I know this from experience, and when it did happen, we only barelly had enough gold to raise the person (who had died while afk, and was insanelly lucky that I happened to be going to see him at the time).

Anyway, what I'm saying is, this server won't be as fun if you make it more expensive. I say it's hard enough, occasionally I go back and play Arelith, which I used to consider rather difficult, now I have no difficulty whatsoever in doing... well, anything I want on it that I would've considered near-impossible before I came here. So I say the server is hard enough, and I like it where it is at, in my opinion, your time and energy should be going toward these great quests that have been popping up.

ScottyB

At first I was going to bitch at Kiaring about this suggestion, but after thinking it over... I couldn't afford 700 GP raises, and I sure as hell won't be able to afford 1300 GP raises, so whatever, dudes, raise the Raise price as much as you want. It's a part of the game that I'm never going to see anyways.

( I can bold things that are important to me, too. ;) )

bob7el

While we're on the topic of Raise Dead:

I'd like to see a diamond become necessary for the raising process.  I know it's assumed that the raiser is using one, and that's a large part where the gold goes to.  But the way it is now, it's like the raiser has an unlimited supply of diamonds at a fixed rate of 1300gp.  It seems kind of strange to me when an important NPC is killed and he stays dead, when all it would take is 1300 gold to raise him.

I'd prefer to see diamonds become a rare drop, receiving one maybe at the end of a DM quest or a tough event.  With an actual diamond, the price of the raise could be dropped for the service charge; but the price of the diamond would have a variable cost (depending on the player).  I could see PCs simply giving diamonds away to raise a friend, or a merchant with one charging an exorbitant price for the gem.  Either way, it'd spark much better roleplay than, "Alright guys.  Get 1.3k ready."

Egon the Monkey

Just to chip in my own experience:
On EfuA one fun small DM quest I did was before Tobar started selling raises, and the Amaunatori wanted to get their hands on a Raise Dead scroll.
On EfU, Milmamir was always collecting diamonds for his Raise Dead spells, and I got hold of the things a few times as quest drops or DM spice rewards.
If you required a diamond to raise dead, you may as well just have random drops of Raise Dead scrolls or more DM quests to spawn them, as the overall effect would be similar.

Finally, EfU:A is HARD. really hard. So why, *why* do people keep putting up suggestions to make it harder, make quests harder etc? Also, could this streak of masochism be solved by the creation of an NPC who charges 50 gold a time to kick your PC in the crotch :P?

bob7el

QuoteIf you required a diamond to raise dead, you may as well just have random drops of Raise Dead scrolls or more DM quests to spawn them, as the overall effect would be similar.

The point of requiring diamonds wouldn't be to give free raises whenever desirable (which Raise Dead scrolls do).  It would just be a far more interesting way to regulate scripted raises.

QuoteFinally, EfU:A is HARD. really hard. So why, *why* do people keep putting up suggestions to make it harder?

Most suggestions that would make the server more difficult are made to increase realism or immersion in the setting.  If for instance raises only cost 700 gold, there wouldn't be any reason for ANY member of the Ziggurat to remain dead from an unnatural death.  After all, if an NPC guard died during a Nightriser attack, who wouldn't dish out 700 gold to bring the bravado back?  But if the necessary components to bring him back were highly uncommon and unavailable to the citizens, then his death could be truly mourned.

Oskar Maxon

It's waaay to easy to be able to return from the dead at this whatever it costs now. Either, you respawn, just blacking out or however you wish to play it, or you're dead, which should be some trauma and need some effort from your friends to retcon.

I also fail to see how cheap raises bring -more- or better rp after an assassination. It's not an easy feet as an assassin to pull off to both kill someone and get away with the body. In case the raise costs nothing, as now, it's two braches of conversation away from returning, we're back where it started on terms of who lives and who don't, the assassin is hunted because "He murdered me!", even though this murder meant less than being passed out for three minutes. If the raise would be more expensive, now that would add rp more, seeing as you would suddenly need to gather gold from more people, you might find good motivation to catch the assassin (who has now actually commited a crime) and punish him, possibly economically, using what payment he got from the deed to get the dead back, if even that.

And I just spewed out words so nothing of the above makes sense... whatever. RAISE PRICE OF RAISE!