Chronobreak
Chara Appreciator
- Location
- Chicago
- Pronouns
- He/Him
When the deadline comes I'll betray myself. It's my own fault for arguing for immortality out of contrarianism.
AKA, if you want easy mode, vote this, because you want to be a boring shounen protag.What's more, because we can't die, it removes a good amount of risk from situations, allowing us to do more of what we want to do without having ot worry about perma-death.
I personally like Easy Mode. Worrying about every single action possibly being our last if we don't choose perfectly detracts from a lot of the fun and encourages us to never do anything exciting. Why risk our lives grinding level appropriate mobs who pose an actual threat, when we could grind level 1 mobs for forever, and not doom this quest to an early game over?AKA, if you want easy mode, vote this, because you want to be a boring shounen protag.
If you can't see value of playing my character then....
Have you played WoW or Pokemon gen 5 and beyond? EXP decreases by level. To the point that a big enough gap is probably giving 0 EXP period. That's how that can be balanced in the quest. Also, I take back the easy mode statement. I meant God Mode. Easy mode is having high stats. God mode is the respawn ability. No effort. No difficulty. No risk. No drawbacks besides a reputation malice. That's all. People won't like us and the developer will want us to suffer, but in the grand scheme of things, that's not even a problem for us. Cuz we don't have to worry about anything. It's boring. It's uninteresting. And there's no risk.Why risk our lives grinding level appropriate mobs who pose an actual threat, when we could grind level 1 mobs for forever, and not doom this quest to an early game over?
If you can't see value of playing my character then....
Seriously no want play Risky-Celtic Heroine?
I know they have that, and I was being metaphorical. The point still stands that perma-death being a very real threat discourages us from doing anything fun or risky, because one bad roll results in the quest ending and that being that. As such, we are encouraged to go after the easiest prey we can while still getting XP.Have you played WoW or Pokemon gen 5 and beyond? EXP decreases by level. To the point that a big enough gap is probably giving 0 EXP period. That's how that can be balanced in the quest. Also, I take back the easy mode statement. I meant God Mode. Easy mode is having high stats. God mode is the respawn ability. No effort. No difficulty. No risk. No drawbacks besides a reputation malice. That's all. People won't like us and the developer will want us to suffer, but in the grand scheme of things, that's not even a problem for us. Cuz we don't have to worry about anything. It's boring. It's uninteresting. And there's no risk.
......seriously dude? Seriously?because one bad roll results in the quest ending and that being that
Tell me, did you even read the first post of the thread?Also, this will not be a dice-based system, because I don't want to spend ten days writing down a system based on SAO's mechanics.
Metaphorical roll. Just because there are no literal rolls, the fact that the outcomes of our actions are semi-randomized (from our POV, not knowing the outcome and as such there are numerous possibilities), there is the equivalent of a dice roll.......seriously dude? Seriously?
Tell me, did you even read the first post of the thread?
Lets say we are fighting a boss, and we decide "Hey, lets use our super-duper strong fire attack!", but unbeknownst to us, the boss gets stronger when hit with fire, and our attack makes him strong enough to 1 hit us. Bam, game over, because we didn't know that feature of the boss that the QM decided in advanced. No literal dice rolls, that is just the result of our actions, it's only being a dice-roll in the sense that we have no idea what the QM decided on before hand.
Or it's a slamander. Or it's on fire. Or it uses fire based attacks or it's 'minions' are fire based.That's a narrative and mechanical ass pull and a terrible example. Rule one of GMing is never try to end the story. You want your boss to buff from fire damage, you pepper some cues around it's lair so that a savvy player has a chance to think "huh, maybe all this lava is a sign of fire resist."
Do you remember how everyone in SAO treated the beta testers? How much they hated them? Yeah? Well, imagine that, plus the fact that we also have a second life.
AKA, if you want easy mode, vote this, because you want to be a boring shounen protag.
We can't disguise ourselve's as an NPC. That's the RPer Trait.Well... that could give us a reason to disguise ourselves as an NPC and troll people if doing so lets us go unnoticed for a bit while we do something.
Where in the world did you get the impression that we are Spiderman?great responsibility (get everyone out of this death game before we all die for real
He wanted everyone dead in the first place. We just get the honor of being the one he wants dead first. This can easily be achieved with any other route with good planning and playing.and a supervillain who hates us (the killer GM who got us in this mess).
Or, our character isn't made of such a kind of moral fiber, along with the immense amounts of stupidity that involves being a Shonen protag, and we just end up a loner who's hated by a large portion of people without any hope of having any friends. AKA, Kirito with a respawn ability.So yeah, being immortal has downsides and along with great combat application that might let us become a shonen protagonist who saves everyone despite lots of angry nerds hating our guts? That sounds like the ingredients to making a decent storyline.
No, what I want is a game that won't spontaneously end. Video Games you can always start again if you die, most quests aren't that way.Trondason does not want to play an actual quest, just read a fanfiction with no risks.
This is nothing new, nor should it be treated as such.
That's a narrative and mechanical ass pull and a terrible example. Rule one of GMing is never try to end the story. You want your boss to buff from fire damage, you pepper some cues around it's lair so that a savvy player has a chance to think "huh, maybe all this lava is a sign of fire resist."
I have seen too many instances where the player base only sees said hints afterwards. I don't really want to stake the future of the quest on us seeing something that the QM thinks is obvious but that's only because he already knows how it all fits together.Or it's a slamander. Or it's on fire. Or it uses fire based attacks or it's 'minions' are fire based.
See Tron? This is a bunch of ways to narrativly hint a fire buff. And z3r0 is right. It's a giant ass pull and terrible example.
I have, and it's usually because the player base did something dumb, not seeing some clue that was obvious in retrospect, got too big for their britches expecting themselves to survive by virtue of being the MC, or similar things.Also, this is a forum quest. I admit I haven't played a whole lot of them, but I have yet to see a quest where the MC died. Even temporarily. If we go the non-immortal route and join in a raid against a floor boss, I predict a 100% chance that our HP won't reach zero. We might beat the boss ourselves, we might dick around with some elaborate troll while other people beat it, or we could fight, get knocked into the red and have to flee.
I trust the QM to play the setting straight. And that is to make SAO a giant death-trap. It is a game in which people die, a lot. MMOs in general tend to be death-traps, and I don't really expect Kayaba to go and rebalance the game, making it easier because it's game over when someone dies.Also there's the whole "you aren't in control, it's not your Quest, and if you don't trust the QM to be fair then maybe you shouldn't participate" thing, also known as Rule -1 of D&D: Nobody can force you to play at a table. If you don't have fun it's not worth your time, and you'll be better served doing something else.
We overlook something blatantly obvious, we deserve the death honestly.I have seen too many instances where the player base only sees said hints afterwards.
That's a trap. NOT a 'boss has some unexpected element absorption/buff' thing. The former was in a dungeon revolving around the ability to respawn, which is taken away and what makes it a deadly trap in the first place. The latter, is poor game design.Plus, it's a SAO quest. SAO is littered with similar ass pulls. Like trap rooms that disable your teleportation crystals and spontaneously summons several high-level monsters. There was no way to know it was a trap room beyond paranoia, and Kirito only survived by virtue of being the Protagonist, something I would expect Birdsie to NOT give us.
And thus, you want the ability to spit on the setting with respawn immortality. Yup. Great logic there. Wanting the game to be true to itself, whilst wanting the ability to spit on literally the only danger in the game. Gotta give you props on how blind you have to be not to see the failure in logic in this.I trust the QM to play the setting straight. And that is to make SAO a giant death-trap. It is a game in which people die, a lot. MMOs in general tend to be death-traps,
Tagging people don't work with edits.If @Birdsie Wants to weigh in on the projected difficulty level of this quest, that would solve a fair bit of this discussion. I'm expecting a Bad End to be a very real possibility, as is the case in SAO
I'll be honest with everyone here. On my first run through SAO, I thought: "Hey, this is cool!" And then I realized: "Hey, this is not so cool, but I might as well finish watching it now that I've started it."And anyways, this game is probably going to be inspired by Abridged, since the GM mentioned Kayaba watching Inception. In which case, Diavel doesn't even have that flaw.
Sure.Baby Don't Fear the Reaper, nor the sun in the Moon : you almost have a complete of complete and utter offense with little or no defense like a glass Cannon with a very much a death seeking mentality
Not really because you don't "reload a save," as much as you "reappear after death." All things you did stay the same. You just get to be reborn each time you die.
Who said there are no drawbacks?God mode is the respawn ability. No effort. No difficulty. No risk. No drawbacks besides a reputation malice.
There are also spells for that.We can't disguise ourselve's as an NPC. That's the RPer Trait.
Correction: he wanted everyone to be weak mortal trash compared to his godly self.
It is. You can die.I'm expecting a Bad End to be a very real possibility, as is the case in SAO.
Ok, let me ask you this. How would you make us lack the only lose condition have a suitable drawback that at worst isn't a inconvienence or annoyance but an ACTUAL drawback?