Whats wrong with breeding surviors? Is that a bad thing? So we should want some players to perm? If so we need to due away with SS reimbursements then it will be more fair.
I understand - shut up and sit down and let someone else say something, right?
*sighs* That is not what I meant... But I will shut up now.
I never meant that anyone was afraid to they would get banned. Just some do not like to speak out on such a strong topic. Thats all.
To me, letting things be too reliant on luck is unfair, and I think you're drawing a false distinction there. To give a hyperbolic example, if every character had a random number of SS given at character creation, and some got only one, and some got a thousand, I think we could agree that it is unfair to give characters such drastically different survival chances, even if everyone has the same random probability.
For the most part, I don't disagree with what you're saying, but I just reach the opposite conclusion, that giving a set number of deaths is a more "fair" system.
(btw, thanks for taking the time to make the suggestion summary, it helps focus things a bit).
I'm starting to feel that we are not all using the same definition of fair... {196}
Thank you for the example. How is that unfair, specifically, though, rather than just unfortunate? Did not each character have an equal chance despite choice of build, class, equipment, or other factors, and one simply come up unlucky? {196}
This doesn't sound like a question of fairness but one of luck. Unfortunate, yes. Unfair, no. Everyone had an equal chance (fair), but it went badly for some (unlucky). {192}
I feel like I've missed the point and I ask for clarification, please. What, specifically, is unfair about random numbers or random chance? {188}
To expand the thought, is the randomness really your objection... {196}
Two identical individuals, but one lives, one dies, for the sake result of a die roll. That is the unfair part.Regards,Script Wrecked.
Also, factor in arena deaths, which are "free" in that they're generally without consequence.
Now I don't have the code or anything but I do have Storolds death count and looking at that I don't believe that arena deaths count is counted into your total death count. I believe they were removed at some point since I -think- I remember my death count taking a rather drastic drop at some point. Sorry for the of topic comment but just trying to clear this up.
The outcome created by the random numbers or random chance is unfair. That is what people are complaining about.
The use of chance in the system is not fair. It creates arbitrary results.
Is that unfair in any system or only in the death system? If Fisterion attacks two characters with identical AC and low HP, hitting one and missing the other because of a die roll (random number), killing the former and sparing the latter, is that unfair?
If two moderately skilled tailors each have the same percentage chance of making a certain item, and one rolls high while the other rolls low, meaning the latter fails to create an item that the former, equally skilled tailor made, is that unfair?
These seem to be the same to me as the roll for loss of soul strands in the death system, where one may get a favorable roll and another an unfavorable one. These don't seem unfair; they seem to be the sorts of things that happen in real life. Sometimes chance really is the deciding factor. If a tornado destroys your house and leaves your neighbor's house more or less intact, that isn't unfair but the luck of the draw. The consequences are irrelevant to whether or not the system was applied fairly; they just make some bad rolls seem a lot worse. The death system, after all, is not any more or less fairly applied than the crafting or combat systems; it just feels worse to lose a soul strand than the materials for a pair of boots or a hundred hit points.
These seem to be the same to me as the roll for loss of soul strands in the death system, where one may get a favorable roll and another an unfavorable one. These don't seem unfair; ...
... They seem to be the sorts of things that happen in real life. ...
... Sometimes chance really is the deciding factor. ...
... If a tornado destroys your house and leaves your neighbor's house more or less intact, that isn't unfair but the luck of the draw. ...
... The consequences are irrelevant to whether or not the system was applied fairly; they just make some bad rolls seem a lot worse. The death system, after all, is not any more or less fairly applied than the crafting or combat systems; it just feels worse to lose a soul strand than the materials for a pair of boots or a hundred hit points.
Thank you for your explanation. I understand better what is being said now.
Still, I have to continue to disagree, as applying a system to create fairness at the outcome seems like it would remove a lot of the surprise and "life" from everything.
If dying automatically removed a soul strand, say, which is a fair system applied to the outcome, or if each character were allowed one hundred deaths (same thing, just more "strands", basically), then a certain playstyle and build would be promoted.
I'm not trying to say an outcome-focused system can't work, but that a system that treats everyone the same mechanically regardless of choice of build or role for the character or the playstyle of the player seems best overall for the longevity and success of the game.
I am also saying that, in my opinion, the surprises and chaos of random numbers are an important part of the fun, even if they don't always leave us happy.
There was a thread a while back, about a year ago, that ended up talking about a lot of the same things this thread discusses. While reading and responding in that thread, I came up with an idea I didn't post because it didn't matter then (since that thread was supposed to be about doing something for the NWN system and not the future system). That idea was to have both strand-losing permadeath gung hos and never-die permalife softies on the same servers at the same time. The player would choose which to make her character when the character was created. The trade-off would be the concept that greater risk leads to the chance of greater reward. So gung hos could achieve the highest ranks in organizations, unlock the most elite skills, and possibly even have special quests just for them, though they could die permanently trying to get there. Softies would not be able to reach the tip top and might miss out on some nice plotty things, but the players of those characters could never, ever permanently lose them, which might help draw in the folks who don't want to pay for the chance of permanent loss. I have no idea if that's a good idea, but there you go. Maybe something like it could help settle the issue - "You may choose to take your chances with our permadeath system and possibly reap the rewards of the risk, or you may choose to take the safer path and forfeit your chances at the greatest glories." That way, you consciously sign on to the chance of losing your character forever.