Time Based Trait System

Started by Howlando, June 07, 2011, 01:04:17 PM

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Howlando

Here is just a little idea that came to me, that may address a sometimes annoying tendency for PCs to just "flash in the pan" and not really be long term PCs. Old, continuously played PCs do tend to accumulate significant rewards over time... but for whatever reason, many players have PCs that have a lifetime of just a week or two. I think there's a fine line between having a server that is dominated by ancient PCs and one where you lose the continuity of having established PCs.

I would propose a new trait system in which special "perks" can be unlocked by the combined following three criterion:

1) The PC is a month old
2) The PC has been played x amount of hours (something reasonable for an actively played PC)
3) The PC has been dm tagged/wanded in a trivial manner, this would be relatively easy to accomplish and would simply indicate that the character is not entirely unknown and has been an active character in the opinion of a DM

If all three conditions are fulfilled, the PC would have access to one of the following perks/traits. For every month thereafter, they could choose another one.

These might be something like:

"Known About Town" - access to special NPC dialogue, rumors, improved resting prices

"Survivalist" - improved chance of stabilizing when bleeding, perhaps even a slight chance of having regeneration casting upon you when you dip into bleeding

"Trust of the Land" - slight AE and/or stealth bonus in wilderness areas

"Old Timer's Cunning" - +1 vs. Mind Affecting

"Knows Where To Step" - +1 reflex vs. traps

"Twice Bitten" - +2 fort vs. poison

Discuss, make suggestions, etc.

(this may or may not go in, it's just an idea)

Divine Intervention

I  like this idea, seems like a good idea to have some bonuses that stay with older pc's.

Surviving Alchemist: "You've managed to survive a few months playing around with the fabrics of the weave, your skill is quite notable by now" + Alchemy Skill.

Could also use it for herbalism.

Random_White_Guy

As a constant flash in the pan I'd honestly have to suggest the opposite. It's not hard on EFU to have a long term PC. If you keep your plots subtle, your business careful, and your head down you can last on EFU quite a while.

Not that I am knocking people mind you! I just think personally that "Flash in the Pan" PC's are usually flash in the pan because of how the server reacts to conflict. PCs that have been around longer are more set in their ways and as conflict arises they are better prepared, better supplied, better affiliated, and better set up to utterly crush. DM quests, PC encounters, PvP and more. Especially if PCs take time to join up in DM factions and such.

A level 8 Infantryman that has been around for 4 weeks then joins the Armada is going to naturally already have perks over a PC who has only been around a week and joined up to get in on the action.

That being said:

I honestly think RP perks like "Important Figures/UrbanLegends" would be vastly cooler than even more perks for EFU, to be updated on a regular basis for the longer lasting PCs.

Setting-side influence, the NPC dialogue idea, and more are all great ideas for a longer term PC. Even the old "This is who in your faction likes you, and who hates you, and why" DM posts were always a great boost and enjoying experience for factions.
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

xXCrystal_Rose

I really like this idea.

Drakill Tannan

When a PC gets old it gets old. Mechanical enchancements would work for low level PCs who want to keep questing on. But High level PCs are less about questing, more about roleplaying and DM love. Mechanical enchancements for the higher levels wouldn't be that great really in all cases.

Instead i think acces to new areas of the server, or more server lore, news quests, etc, would make old characters more fun, as you'd be discovering more things even though you're 3 months old.

Perhapas as time passes you get the ability to travel to other islands in the archipielago. Acces new buildings, get new conversations and discoveries of the islands misteries.

This would be more enjoyable i think.

Egon the Monkey

As a long-time player of grizzled survivor PCs, I support this. Active chars that stick around add a level of continuity to the server, and perks that don't aid in crushing so much as staying alive or being known as an expert are a great idea. I love the idea of Survivalist and Known about Town!

I find the tough parts on long term PCs are:
  • Getting the motivation back if you get killed from some random crap and then feel like you're back on the powerquest wagon when you really want to explore or plot. I've seen so many good long term PCs perma to 1 shot crits. I don't know about changing the death system so a single weapon hit can't take you from positive HP to dead would work, but I feel it would cut down on ragequits. Even capping the max XP loss from a respawn at 1 level's worth would. It always stings far more if you've been 8 or 9 a while and then drop 2 levels than if you're questing and fighting all the time, earning XP.
  • Keeping yourself motivated with new goals without entirely redrawing the character.
  • Not being eclipsed or derailed by a 'flash in the pan type', knowing your PC will have to pick up the consequences after they explode, rather than push his own stuff.
RwG, it's not hard to have a long-term PC, but it does often feel like the subtle stuff doesn't get anywhere near the amount of attention that "I am throwing down the gauntlet! LOOK AT MY GAUNTLET!" can.

Ideas:
Never Kept Down: Small amount of Character Development XP up to L8.
Right-Hand Man: Bonuses to skills when your chosen 'boss' is nearby.
Eye for Netherese: +5 to all 'Translation' Lore Checks.
Daredevil: Bonuses to scripted Tumble Checks.
Hard To Kill: +2 Death saves
Fight, Don't Hide: (Wizard/Sorcerer only): 5% physical damage immunity
Dope Hoover: Improved chance to resist drug addiction.

Sternhund


AGOTFANBOI

Quote from: Random_White_Guy;243003As a constant flash in the pan I'd honestly have to suggest the opposite. It's not hard on EFU to have a long term PC. If you keep your plots subtle, your business careful, and your head down you can last on EFU quite a while.

Not that I am knocking people mind you! I just think personally that "Flash in the Pan" PC's are usually flash in the pan because of how the server reacts to conflict. PCs that have been around longer are more set in their ways and as conflict arises they are better prepared, better supplied, better affiliated, and better set up to utterly crush. DM quests, PC encounters, PvP and more. Especially if PCs take time to join up in DM factions and such.

A level 8 Infantryman that has been around for 4 weeks then joins the Armada is going to naturally already have perks over a PC who has only been around a week and joined up to get in on the action.

That being said:

I honestly think RP perks like "Important Figures/UrbanLegends" would be vastly cooler than even more perks for EFU, to be updated on a regular basis for the longer lasting PCs.

Setting-side influence, the NPC dialogue idea, and more are all great ideas for a longer term PC. Even the old "This is who in your faction likes you, and who hates you, and why" DM posts were always a great boost and enjoying experience for factions.

I think, there are several assumptions in this that are very subjective. Attainment of level 8, for one.  Though, it is easy enough if you have nothing but time, I for one, having been here for over 5 years, do not.  I have time to maybe, run 2 quests and rp in a session. Oh, and regardless of time, am terrible at this game, but still love it.  I have only seen level 8 once, for about a week, on my longest lived PC.  There is a dedicated player base on this server with families and work to balance out, so we do not have the time to Crush quests, Rp for hours, or push subtle plots. There are countless threads over the years regarding the casual player, and I will claim tittle to being one of the Them.  We are henchmen, and proud of it. Or, the supporting cast, if you will.  Something like Howland's proposed system would be most welcome by myself, and I think I can speak for at least the rest of you hard working, family raising folks out there that it would definitely enhance our gametime, sparse as it may be.

TLDR-Like Howland's idea, RWG is Wrong. :P

AGOTFANBOI

Oh, for those who do not know,
-Shamtastic/Efuincarnate/AGOTFANBOI and countless others, I like [FONT="]anonymity[/FONT] in my henchwork.

AnkhOfYmph

I think this is a fantastic idea.  I do agree that such perks should be less aggressive and more defensive/survivalistic, which is what it looks like Howland is going for.

TheImpossibleDream

It would be very nice if there was some form of reduced death penalty the older a character gets. Provided they are both active and interesting.

Decimate_The_Weak

I like the idea of this, but personally, I enjoy how fast the character population changes.

I don't think people really understand the potential of having a long-term PC... the perks already exist. I don't feel that these perks in particular will "encourage" any change-of-heart.

EfU needs the subtle, plot-pushing PCs, it needs the loud, crushing PCs. It creates a fair balance and I feel it's why EfU never feels stagnant unlike some other servers I've played on.

Another point is, being that our character population changes so often, it gives newer players the ability to actually conflict with other lower level PCs as well. If everyone played a three month old PC, these newer players would simply be left in the dirt in terms of PvP.

DTW

Dr Dragon

I am opposed to this idea. All it does is oocly discourage flash in the pan PCS. Quite honestly I could make some random TN adventurer whos main goal is survival. He avoids doing anything that can end his character however does not mind facing hordes of Red NPCS or fighting in non perma DM quest. With that sort of har I can easily accumulate loads of supplies and now even DM support for ignoring conflict.


I honestly think this suggestion is a bad idea and believe that difference in loot, supplies and Levels acuracely reflect the advantages a veteran has.


Just my 2 cents.

Ebok

I fully support this idea.

Sometimes it feels like the server changes so fast that everything long  term feels irrelevant. That's a shame because subtle long-term  development is what I value here, it gets depressing when everyone you  knew every other week is gone, especially if you are playing a social  character that puts effort into knowing other characters.

In direct opposition to DrD's above comment, I believe that playing a  long term PCs with long term relations creates much more interesting  conflict. A TN character devoted to staying alive above all else and  doing nothing else would be boring to play, and unlikely to get that  required DM wanding to fulfill the requirements.

The people that enjoy playing the Flash in the Pan type of a PC's get  the instant gratification that they wanted, and are not hurt in any way  by this suggestion. In contrast, this provides "some" additional  motivation to stick to a character. Something I believe is needed.

12 Hatch

Another option, I think, would be a -1 LA for those who have been consistently around and entertaining for a substantial period!