Post by Utaku Mai on Mar 1, 2012 13:54:19 GMT -5
I was reading through old news archives from almost a year ago (Yobanjin-war era stuff) and I kept seeing little references to a possible add-on to the game of "kharma", where a player could transfer some kind of fun "thing" between their dead character and their new character. Jay seemed somewhat for the idea at the time, but it seems that other stuff has come up since then (he's understandably pretty busy). I think the concept had merit, and I had something of an idea of how it could be implemented with perhaps not too much difficulty.
What if there were a "kharma" slot in your inventory, but instead of finding kharma items doing actions, you get one (and only one) in the entire life of your character? It would become available after ending a high-level (150 or so?) character and starting with someone new. Kharma items can be something like:
Path of Shadows: bonus to stealth/seduction/hunting
Path of Grace: bonus to etiquette/courtier/art
Path of Wisdom: bonus to spellcraft/lore/meditation
Alternately they could be aligned by rings: Path of Air, Path of Water, etc...where you get a bump to all rings skills and maybe even an extra token or two to start out.
There could even be some negative ones for interesting flavor for ronin or something:
Path of Trials: penalties to honor/glory/etiquette
Maybe if a particularly high-level character offs themselves (200+?High Glory?), they can have some even better additional options:
Dark Destiny: bonus to shadowlands/intimidation/taint/infamy
Heroic Destiny: bonus to battle/kenjutsu/courage/glory
Coding for this might just be too much of a beast to manage, but maybe it could be doable. It could also possibly do something that I find myself very slightly concerned about: the slow power creep of high level players.
I don't know if Jay considers this much of a concern, but speaking as someone who managed to claw her way to the top ten glory board from nothing in about six months, it's only going to get harder for the average new player to find places succeed in actions that compare them to other people (contests, rankings, etc) when there is still an active player base of people who have an advantage of age in things like glory, honor, or experience (though XP, to be fair, slows down considerably at high levels, which I think helps with this issue).
Plus, it can be fun roleplay, which is always fun.
What if there were a "kharma" slot in your inventory, but instead of finding kharma items doing actions, you get one (and only one) in the entire life of your character? It would become available after ending a high-level (150 or so?) character and starting with someone new. Kharma items can be something like:
Path of Shadows: bonus to stealth/seduction/hunting
Path of Grace: bonus to etiquette/courtier/art
Path of Wisdom: bonus to spellcraft/lore/meditation
Alternately they could be aligned by rings: Path of Air, Path of Water, etc...where you get a bump to all rings skills and maybe even an extra token or two to start out.
There could even be some negative ones for interesting flavor for ronin or something:
Path of Trials: penalties to honor/glory/etiquette
Maybe if a particularly high-level character offs themselves (200+?High Glory?), they can have some even better additional options:
Dark Destiny: bonus to shadowlands/intimidation/taint/infamy
Heroic Destiny: bonus to battle/kenjutsu/courage/glory
Coding for this might just be too much of a beast to manage, but maybe it could be doable. It could also possibly do something that I find myself very slightly concerned about: the slow power creep of high level players.
I don't know if Jay considers this much of a concern, but speaking as someone who managed to claw her way to the top ten glory board from nothing in about six months, it's only going to get harder for the average new player to find places succeed in actions that compare them to other people (contests, rankings, etc) when there is still an active player base of people who have an advantage of age in things like glory, honor, or experience (though XP, to be fair, slows down considerably at high levels, which I think helps with this issue).
Plus, it can be fun roleplay, which is always fun.