zaiarkai
MCAlagaesian
Posts: 6
Minecraft: Zaiarkai
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Post by zaiarkai on Jan 28, 2015 15:39:31 GMT
The section is titled "Roleplay Server", yet I can't help but notice that it seems more like an RPG server than a roleplay server. While RPG does actually stand for "role-playing game", there is a distinct difference between the two when it comes to Minecraft servers. In an RPG server, the flow of the game is based more off of statistics, player skill, and similar mechanics. In a roleplay server, the game is more focused on story and the skill of the character, not the player. This server seems more like a weird RPG set-up with some roleplay elements. Here are a few of the major differences between the two:
Character Deaths. In a roleplaying server, character deaths are usually treated very leniently. An OOC (out of character) death by mobs or other causes is not treated as a character death. Players usually have the right to not give permission for their character to be killed - however, this is trumped by admin interference, or anything similar. Characters usually must be given at least one chance to escape. In your setup (not saying RPG, since most RPG servers don't seem to have characters), if you die from PvP or mobs, then your character is dead. This means that the life of the character is dependent on the skill of the player, which I find somewhat unfair. Especially if my Minecraft freezes, or if I go AFK, and a mob or player comes by and kills me. My character certainly could have escaped the situation still intact, but I could not - and my character should not be punished if I, the player, lack PvP skills. In this current setup you have, I personally wouldn't DARE make a character I actually liked, for fear my inexperience in PvP or general Minecraft combat will grant my character an untimely death.
Fighting. While artificial intelligence mobs are usually not seen as in-character in roleplay servers unless stated otherwise, roleplay servers have certain systems to follow when there is a battle between two or more player-controlled entities. Battles are never decided through PvP, unless everyone involved agrees. Players emote their character's actions (always making sure to not say they actually succeed!) and then the target emotes being affected or describing how they escaped being affected. Dice rolls are sometimes used in big events. In an RPG server, well ........... You just sort of PvP it out.
Mechanics. In roleplay servers, characters must simply follow the physics and natural laws set by the world they are in. They must also remain true to the time period and setting of the roleplay's world (in this case, a medieval-esque time period in the fantasy land Alagaesia). They can't make things suddenly appear without using some form of magic or something similar as set by the world. They can do kicks, jabs, or complicated sword flourishes ... They are not limited by Minecraft mechanics. In an RPG server, the welfare, actions, and pretty much everything else is governed by the mechanics of Minecraft and any mod or plugin the server uses.
There are a few more major differences I noticed earlier but now have forgotten ... For examples of roleplay servers, look at Gildorym (already mentioned a few times in this section of the forums) or Solstice. I don't know any RPG servers, as I don't normally dabble in that type of server. However, as you can see, this "roleplay server" is leaning more towards the RPG side of things. I honestly would prefer roleplay over RPG, but I suppose that isn't my decision.
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Post by MCAlagaesia on Jan 29, 2015 0:04:34 GMT
Chat Transcript A response to Zaiarkai
[10:36:19] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> Whoa, hey Hello! [10:36:26] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> Hey! [10:37:15] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> I think we need to re-name the RPG/Roleplay server [10:37:29] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> Oh, did you see my thread? [10:37:33] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> Yup [10:37:58] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> I was somewhat disappointed when it turned out to be more of an RPG thing than roleplay [10:38:19] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> Hmmm [10:38:31] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> Have you heard of MineZ? [10:38:38] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> Yeah, I used to play on there [10:38:48] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> Did you enjoy it? [10:39:05] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> A little, but actual MC survival/PvP has never been my thing [10:40:22] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> Building and roleplaying is really the only thing I ever use MC for anymore [10:40:50] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> What do you want to see more of in MCAlagaesia? [10:41:17] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> I'm not sure [10:42:14] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> I would personally prefer for PvP deaths or kills from mobs to not kill the actual character [10:42:33] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> However, I'm not the only person on the server, so I can't exactly control that [10:44:02] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> The main problem I really have is having a character be punished for me lacking in PvP skills [10:44:40] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> You don't have to worry about that. PvP plays a very small part in MCAlagaesia, and we have many [10:44:51] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> mechanics to discourage it. [10:45:25] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> Well, and also deaths from mobs and such [10:45:50] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> If you aren't a top-notch PvPer, you can instead practice magic or train your mind for mental [10:45:52] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> battles [10:46:10] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> or just run around the map healing everyone you meet [10:46:16] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> Haha [10:46:36] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> That'll take some getting used to. I've been roleplaying as my main focus for around three years [10:46:40] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> We allow for many different ways to play the game. It might not be a true roleplay server, but I'm [10:46:52] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> sure we have a playstyle to suit almost everyone :-) [10:47:00] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> So readjusting my playing style will take a while [10:48:20] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> Maybe, instead of the character dying, a death from PvP or mobs could be an injury? [10:48:45] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> That could be done! [10:49:07] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> That's something I would be perfectly fine with [10:50:07] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> I suppose that even if it's more RPG-oriented, some roleplay is bound to happen [10:50:20] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> It's easy to set up a character in MCAlagaesia. You simply choose a race, and proficencies and skill [10:50:45] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> you gained in your previous lives will still be available to you [10:51:56] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> I agree that death being the end makes for a very one-dimensional game. [10:52:41] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> So it's almost like the character being reborn with somewhat different qualities? [10:52:47] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> Because of this, we've made it so the actions you take in one life will help you in the next [10:53:48] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> Yeah, in a way. You could choose to be the same race, and you'd still have all your skills and [10:54:17] [Client thread/INFO]: [CHAT] <1Owner1Hellomynameis99> research. You'd just be starting from spawn with an empty inventory [10:54:31] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> Ahh, alright. That puts me at ease
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zaiarkai
MCAlagaesian
Posts: 6
Minecraft: Zaiarkai
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Post by zaiarkai on Jan 29, 2015 16:57:53 GMT
I've come up with another suggestion pertaining to: [10:48:20] [Client thread/INFO]: [CHAT] <1TrialBuilder1Zaiarkai> Maybe, instead of the character dying, a death from PvP or mobs could be an injury? Perhaps, if this was used, the player (and their dragon if they have one) has 4 or 5 injury points. Every time they die, they lose an injury point and are teleported to the nearest city (or maybe just to the nearest capital city if that takes less code? Or just back to spawn). They get a minor debuff for a short while (a little bit of slowness, little bit of weakness?), and after two or three hours they regain the injury point. If they drop to one injury point, they get both slowness and weakness (or some other more severe handicap) until they get another point. If they drop to zero, they will lose their Rider status if they are a Rider, and can choose to either be reborn with no items or pick a new character with certain advantages from the past character. Another idea is that there can be some sort of hospital or infirmary system, where they can pay a somewhat expensive amount of money to restore all of their injury points if they don't want to wait. Just a few ideas that came to mind yesterday but weren't fully fleshed out. Just giving my further input
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Post by ThatRedhead on Jan 31, 2015 3:34:06 GMT
OK, my thoughts are that death is death. If you die (no matter if it is a mob or another person) you die. You don't respawn as the same person you died as, but rather start a new storyline and can pick a new race, skill, profession, etc. You would retain your quest completions and rank, but you would be a different person. You would lose your dragon if you were a rider. You would lose your inventory. You would pretty much start fresh except for your achievements and maybe your already-researched magic. This may seem a bit too harsh, but this would discourage PvP due to the risk; it would discourage recklessness due to the risk; it would encourage wards and magic usage as a safety precaution; it would promote teamwork between players; and it would make everyone's game much more interesting because each death would mean a new adventure and new experiences. Now, just because being killed by a mob is all too common, we would need to decrease mob attack damage values and make them less of a threat.
You're probably shaking your head right now and saying "What is he thinking???" but I think a system like this would be very fun and interesting. I think it is not nearly as fun to just be able to die and then run right back in a minecraft day to where you were when you left off. Death is normally treated very lightly in minecraft as a minor inconvenience but I think for a Roleplay/RPG server like this death should be taken seriously. Plus, in this system if you die you have a huge advantage over other starting players due to previous experiences and magic research and achievements. Think this idea over, it is much less complicated then above plans, and has many benefits.
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Post by person55 on Jan 31, 2015 15:54:09 GMT
OK, my thoughts are that death is death. If you die (no matter if it is a mob or another person) you die. You don't respawn as the same person you died as, but rather start a new storyline and can pick a new race, skill, profession, etc. You would retain your quest completions and rank, but you would be a different person. You would lose your dragon if you were a rider. You would lose your inventory. You would pretty much start fresh except for your achievements and maybe your already-researched magic. This may seem a bit too harsh, but this would discourage PvP due to the risk; it would discourage recklessness due to the risk; it would encourage wards and magic usage as a safety precaution; it would promote teamwork between players; and it would make everyone's game much more interesting because each death would mean a new adventure and new experiences. Now, just because being killed by a mob is all too common, we would need to decrease mob attack damage values and make them less of a threat. You're probably shaking your head right now and saying "What is he thinking???" but I think a system like this would be very fun and interesting. I think it is not nearly as fun to just be able to die and then run right back in a minecraft day to where you were when you left off. Death is normally treated very lightly in minecraft as a minor inconvenience but I think for a Roleplay/RPG server like this death should be taken seriously. Plus, in this system if you die you have a huge advantage over other starting players due to previous experiences and magic research and achievements. Think this idea over, it is much less complicated then above plans, and has many benefits. Ah yes I LOVE this idea. It fits along my style of gameplay. This reminds me a lot of a mudpack I play called The Madpack (Recently updated to The Madpack II) on the AT Launcher, in which pretty much everything in the pack is trying to kill you, and the creator of the pack encourages playing on Hardcore (as I do) so every time you die, you have to delete the world. Even if you make a backup, the pack can tell it was the same world, and will not allow you to log on, so you can have 3 months of work destroyed by a pesky little zombie
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zaiarkai
MCAlagaesian
Posts: 6
Minecraft: Zaiarkai
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Post by zaiarkai on Jan 31, 2015 22:11:17 GMT
OK, my thoughts are that death is death. If you die (no matter if it is a mob or another person) you die. You don't respawn as the same person you died as, but rather start a new storyline and can pick a new race, skill, profession, etc. You would retain your quest completions and rank, but you would be a different person. You would lose your dragon if you were a rider. You would lose your inventory. You would pretty much start fresh except for your achievements and maybe your already-researched magic. This may seem a bit too harsh, but this would discourage PvP due to the risk; it would discourage recklessness due to the risk; it would encourage wards and magic usage as a safety precaution; it would promote teamwork between players; and it would make everyone's game much more interesting because each death would mean a new adventure and new experiences. Now, just because being killed by a mob is all too common, we would need to decrease mob attack damage values and make them less of a threat. You're probably shaking your head right now and saying "What is he thinking???" but I think a system like this would be very fun and interesting. I think it is not nearly as fun to just be able to die and then run right back in a minecraft day to where you were when you left off. Death is normally treated very lightly in minecraft as a minor inconvenience but I think for a Roleplay/RPG server like this death should be taken seriously. Plus, in this system if you die you have a huge advantage over other starting players due to previous experiences and magic research and achievements. Think this idea over, it is much less complicated then above plans, and has many benefits. Alright, I concede. I suppose I'm not entirely against this - maybe I should just stay out of negotiations since I'm so disoriented from my time in roleplay haha.
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Post by person55 on Feb 1, 2015 1:06:50 GMT
OK, my thoughts are that death is death. If you die (no matter if it is a mob or another person) you die. You don't respawn as the same person you died as, but rather start a new storyline and can pick a new race, skill, profession, etc. You would retain your quest completions and rank, but you would be a different person. You would lose your dragon if you were a rider. You would lose your inventory. You would pretty much start fresh except for your achievements and maybe your already-researched magic. This may seem a bit too harsh, but this would discourage PvP due to the risk; it would discourage recklessness due to the risk; it would encourage wards and magic usage as a safety precaution; it would promote teamwork between players; and it would make everyone's game much more interesting because each death would mean a new adventure and new experiences. Now, just because being killed by a mob is all too common, we would need to decrease mob attack damage values and make them less of a threat. You're probably shaking your head right now and saying "What is he thinking???" but I think a system like this would be very fun and interesting. I think it is not nearly as fun to just be able to die and then run right back in a minecraft day to where you were when you left off. Death is normally treated very lightly in minecraft as a minor inconvenience but I think for a Roleplay/RPG server like this death should be taken seriously. Plus, in this system if you die you have a huge advantage over other starting players due to previous experiences and magic research and achievements. Think this idea over, it is much less complicated then above plans, and has many benefits. Alright, I concede. I suppose I'm not entirely against this - maybe I should just stay out of negotiations since I'm so disoriented from my time in roleplay haha. No! Always throw in your input, we want the opinions from everyone so that we can make a decision that caters to everyone! Or at least the most people, and appeases the others lol, frequently its impossible to satisfy everyone. Just make sure your input is insightful, and is well thought out so we get the right message
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Post by ThatRedhead on Feb 1, 2015 4:19:02 GMT
Alright, I concede. I suppose I'm not entirely against this - maybe I should just stay out of negotiations since I'm so disoriented from my time in roleplay haha. No! Always throw in your input, we want the opinions from everyone so that we can make a decision that caters to everyone! Or at least the most people, and appeases the others lol, frequently its impossible to satisfy everyone. Just make sure your input is insightful, and is well thought out so we get the right message xD Yeah person_55 is right, here on the forum we just throw around ideas, they are all flexible and any input is helpful. ATM the gameplay is still not perfect and there are a lot of things that need to be decided on. It would be nice to have another person contributing to the forum!
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Post by lubenqwebjartskular on Feb 15, 2015 2:37:20 GMT
OK, my thoughts are that death is death. If you die (no matter if it is a mob or another person) you die. You don't respawn as the same person you died as, but rather start a new storyline and can pick a new race, skill, profession, etc. You would retain your quest completions and rank, but you would be a different person. You would lose your dragon if you were a rider. You would lose your inventory. You would pretty much start fresh except for your achievements and maybe your already-researched magic. This may seem a bit too harsh, but this would discourage PvP due to the risk; it would discourage recklessness due to the risk; it would encourage wards and magic usage as a safety precaution; it would promote teamwork between players; and it would make everyone's game much more interesting because each death would mean a new adventure and new experiences. Now, just because being killed by a mob is all too common, we would need to decrease mob attack damage values and make them less of a threat. You're probably shaking your head right now and saying "What is he thinking???" but I think a system like this would be very fun and interesting. I think it is not nearly as fun to just be able to die and then run right back in a minecraft day to where you were when you left off. Death is normally treated very lightly in minecraft as a minor inconvenience but I think for a Roleplay/RPG server like this death should be taken seriously. Plus, in this system if you die you have a huge advantage over other starting players due to previous experiences and magic research and achievements. Think this idea over, it is much less complicated then above plans, and has many benefits. THIS is the sort of thing that i think would make a good server death system. i dont like how in minecraft its quite easy to die and there is no penalty, except losing you xp and items, but in late game thats not too much of a problem either. zaiarkai's idea great as well, we need to incorporate ideas from both into a system that works for everyone(or at least as best as possible!) Also, yes we want as many people contributing to the project as we can, every idea is welcome, even if we dont use it.
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Post by ThatRedhead on Feb 15, 2015 5:54:39 GMT
OK, my thoughts are that death is death. If you die (no matter if it is a mob or another person) you die. You don't respawn as the same person you died as, but rather start a new storyline and can pick a new race, skill, profession, etc. You would retain your quest completions and rank, but you would be a different person. You would lose your dragon if you were a rider. You would lose your inventory. You would pretty much start fresh except for your achievements and maybe your already-researched magic. This may seem a bit too harsh, but this would discourage PvP due to the risk; it would discourage recklessness due to the risk; it would encourage wards and magic usage as a safety precaution; it would promote teamwork between players; and it would make everyone's game much more interesting because each death would mean a new adventure and new experiences. Now, just because being killed by a mob is all too common, we would need to decrease mob attack damage values and make them less of a threat. You're probably shaking your head right now and saying "What is he thinking???" but I think a system like this would be very fun and interesting. I think it is not nearly as fun to just be able to die and then run right back in a minecraft day to where you were when you left off. Death is normally treated very lightly in minecraft as a minor inconvenience but I think for a Roleplay/RPG server like this death should be taken seriously. Plus, in this system if you die you have a huge advantage over other starting players due to previous experiences and magic research and achievements. Think this idea over, it is much less complicated then above plans, and has many benefits. THIS is the sort of thing that i think would make a good server death system. i dont like how in minecraft its quite easy to die and there is no penalty, except losing you xp and items, but in late game thats not too much of a problem either. zaiarkai's idea great as well, we need to incorporate ideas from both into a system that works for everyone(or at least as best as possible!) Also, yes we want as many people contributing to the project as we can, every idea is welcome, even if we dont use it. Yay, supporters. I think that once the server is up, we can always tweak the death system if it seems unbalanced. So it really doesn't matter much where we we start.
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Post by MCAlagaesia on Feb 15, 2015 7:34:26 GMT
THIS is the sort of thing that i think would make a good server death system. i dont like how in minecraft its quite easy to die and there is no penalty, except losing you xp and items, but in late game thats not too much of a problem either. zaiarkai's idea great as well, we need to incorporate ideas from both into a system that works for everyone(or at least as best as possible!) Also, yes we want as many people contributing to the project as we can, every idea is welcome, even if we dont use it. Yay, supporters. I think that once the server is up, we can always tweak the death system if it seems unbalanced. So it really doesn't matter much where we we start. Exactly, we'll always be improving the game as we go. In fact, we could put it up now for you to play on, but we won't. Cause we don't like BETAs that don't work.
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Post by ThatRedhead on Feb 15, 2015 16:01:57 GMT
Yay, supporters. I think that once the server is up, we can always tweak the death system if it seems unbalanced. So it really doesn't matter much where we we start. Exactly, we'll always be improving the game as we go. In fact, we could put it up now for you to play on, but we won't. Cause we don't like BETAs that don't work. I agree. Best to get it working first. Plus, the longer it takes to do this, the more players who aren't devoted will lose interest, which will be beneficial to everybody.
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Post by lubenqwebjartskular on Feb 16, 2015 8:05:58 GMT
Exactly, we'll always be improving the game as we go. In fact, we could put it up now for you to play on, but we won't. Cause we don't like BETAs that don't work. I agree. Best to get it working first. Plus, the longer it takes to do this, the more players who aren't devoted will lose interest, which will be beneficial to everybody. That gets me thinking... we should have a way to, once the map is up kind just scream out over the internet; MINECRAFT ALAGAESIA IS HERE! COME ON! to all the people who just left after they thought it was taking too long.
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Post by ThatRedhead on Feb 17, 2015 1:14:21 GMT
I agree. Best to get it working first. Plus, the longer it takes to do this, the more players who aren't devoted will lose interest, which will be beneficial to everybody. That gets me thinking... we should have a way to, once the map is up kind just scream out over the internet; MINECRAFT ALAGAESIA IS HERE! COME ON! to all the people who just left after they thought it was taking too long. Maybe we could tag @paolini and tell him about it, maybe he will retweet and then lots of people would see!
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Post by lubenqwebjartskular on Feb 17, 2015 3:48:04 GMT
That gets me thinking... we should have a way to, once the map is up kind just scream out over the internet; MINECRAFT ALAGAESIA IS HERE! COME ON! to all the people who just left after they thought it was taking too long. Maybe we could tag @paolini and tell him about it, maybe he will retweet and then lots of people would see! possibility, do any of the admins have a list of all the emails of the people who joined? then we could email everyone who left, so long as they joined in the first place.
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