Darkwind
Reincarnation

Parapsycho


Posted Nov 20, 2020, 5:47 pm
Seriously.

The majority of the interpersonal drama in the Game seems to from the fact that;

A.) The in-Game grind is a pain. No amount of 'training bonuses' will ever alleviate this. Using training bonuses to increase multiplayer activity is a band-aid at best, and a source of player-to-player animosity at worst.

B.) Character life spans are too short. Whether they die of injuries or old age, the Game as it stands actively encourages people to not want to risk their characters. This leads to the over-cautiousness that PVP zealots mischaracterize as 'carebear' activity.

C.) Permadeath just really isn't appropriate for the Game anymore. Yes, it adds to "realism", I guess. But often times in Game development, realism and fun are inversely proportional. And, if I can be honest, the Game stops being fun rather quickly when you lose months of work spent training a character.

So, I humbly beseech the Gods of the Dark Wind.... *pokes Sam*

...that they allow for reincarnation to be 'a thing' in the (fictional) Universe that they created.

For the theoretical physicists of Evan, here's how it could possibly work.

When a road warrior "dies", their 'soul' enters a no-mans land called Purgatory. The soul is still close to the physical realm, albeit in a confused state. They can be 'recalled' by their former gang members (lets call them 'The Player', respectively), but doing so requires an empty Vessel (a new Character, perhaps).
The longer a soul resides in Purgatory, the more detached from the physical plane they become. They begin to forget their Specialisms after a while, and if left too long, they are Pooled to the Underworld. (See what I did there? lol).
Once in the Underworld, the tortured soul wanders aimlessly until they are recalled by a different gang. They don't remember their name or what their former gang was, but they are happy to finally be going back to the physical world. This sparks their memory, and their Specialisms return.

For the reincarnation ritual to work, the appropriate Vessel will:
Be 18 Years Old
Have 50 Strength, Dexterity, and Speed
Will start with 0 points in all skills, but retain any Specialisms that were present when they were 'recalled', but cannot gain any more.

---------------------------------------------
Without the RolePlaying Gobbledygook

If your character dies, you can recruit them back to your gang as a different character while retaining only the number of specialisms they had while they were alive. The 'new' character will be 18 years old, have 50 in all stats, zero skills, and a hidden training bonus for being an 'Old Soul'. Mutants don't believe in reincarnation, so they come back with the same restrictions on stats, and are made Human upon doing so.

The longer a player goes before 'reincarnating' a character, the more Specialisms are converted to free Specs in whatever general category the character had them in (Weapons, Navigation, Support, etc). Once a dead character loses all of their Specialisms, they go back into a character pool. These characters can be randomly recruited by other gangs, without the restrictions listed above. They would just show up at the new gang as a character with random free specs.

This would turn the death of a seasoned character into a mild inconvenience rather than the more-than-slightly-rage-quit-inducing experience it is today. It would simplify gang management for people that don't want to manage an insane number of characters, and would allow players to start off with new characters that already have some practical use.

This could also lead to some interesting spin-off mechanics also.

At the end of the day, Dark Wind is still a Game. While you can never force Players of any Game to be nice to each other, you can remove the incentive for us to spark animosity amongst ourselves.

Did I mention Dark Wind is a Game?

It's a Game.
Effy


Posted Nov 20, 2020, 7:22 pm
I would call that DW 2.0

I could agree with lifespans being too short. The grind is strong with the game, and then your guys start to crumble all by themselves.

Brun just got one of his guys iced a few hours ago. Best guy he had on the car took the bullet. It was a pain for him to lose the ganger and for me to see it. I lost my SS official race driver, several record holder yesterday, but i knew it was just a matter of time she would die... or any of my gangers.
We know we are not playing with immortals.

Now i train my guys just to be able to use some stuff in better conditions that a new ganger could just not use, but i just play the events to have some fun. I see no point on having 20 300+ multispecced gangers, i don't need that, and it would be an absolute overkill.

But the perma-death is what makes this game thrilling. Stakes are high in every event and your mistakes are severely punished.

To me, that letality made me refine and refine and refine my playstyle to be able to have my gangers survive the letality of the game. I wouldn't have gone that far had my gangers been able to resurrect.

My feel and approach to the game would change for sure.

IF people is not nice to each other, is just because we are people, and we have friends, and people that is not to our liking. We are wired in such a way that "anything" people we don't like would do will get greatly accounted, while "anything" our friends do will be acceptable losses for the sake of that friendship.

Changing game mechanics won't make me befriend someone i don't like.
Brun


Posted Nov 20, 2020, 8:16 pm
Effy said:

But the perma-death is what makes this game thrilling. Stakes are high in every event and your mistakes are severely punished.


Absolutely!!!!!

This game for me is so special cos of the tension BECAUSE there is no reset, save points, vehicle insurance, character regeneration etc.

within 20 minutes today, I had an awesome league event, followed by a disaster scout. That is why I play- the highs and lows.

Darkwind would lose all it's magic if you could get any kind of resets, in my opinion.
Iron Wraith


Posted Nov 20, 2020, 10:28 pm
Removal of perma-death would devalue the effort required to gain a decent ganger and would if anything exacerbate the difference between the new/non-sub players and those who have been here decades.

With death everyone resets eventually. So even those 20 spec demigods won't be around for ever. If you stay around you will eventually catch-up.

There's lots of things we could be doing to make the game less capricious with respect to ganger death (especially for newbs), and maybe we can stop generating gangers with useless stats.

Part of the adrenaline rush is the risk of loss. If that were gone, I am not sure I'd bother.

I think newbs accept death if they can see why it happened, they were overconfident, lazy or incompetent. What bothers them (and me) is when it seems to be a random toss of the dice (slaver encounters, massively overwhelming ambushes, the pit) Some of this could be mitigated by making it clearer in the game how things work so death could be predicted.

Just removing perma-death would turn it into whack-a-mole.

*goat starer*


Posted Nov 20, 2020, 11:46 pm
this is the worst idea...

.. and i have sat through camp war discussions with Longo and Joel. :cyclops:
Joel Autobaun


Posted Nov 20, 2020, 11:53 pm
*goat starer* said:
this is the worst idea...

.. and i have sat through camp war discussions with Longo and Joel.  :cyclops:


I agree.  Theoretically someone's head should get kicked in.
*Rev. V*


Posted Nov 20, 2020, 11:59 pm
This is gonna be a big NO from me.....
*goat starer*


Posted Nov 21, 2020, 12:44 am
Joel Autobaun said:
*goat starer* said:
this is the worst idea...

.. and i have sat through camp war discussions with Longo and Joel.  :cyclops:


I agree.  Theoretically someone's head should get kicked in.


specifics joel... specifics... ;)
rockinrams


Posted Nov 21, 2020, 7:15 am
If anything this could be breeding grounds for people seeing what specs are best at low lvl vs high lvl, gove them the best low lvl specs, and kill there gangers on purpose once they have high lvl to "reset" the specs. Giving a new vessel right as there about to be pulled down under.

Also, what determines how long it takes for them to get pulled down under, Spec count? Dexterity? Both? Or speed(say the devil was actively hunting them down)?
*Rev. V*


Posted Nov 21, 2020, 5:48 pm
It’s all a non-issue, because there is NO WAY that Sam is gonna roll with this idea.
Brun


Posted Nov 21, 2020, 6:22 pm
*Rev. V* said:
It’s all a non-issue, because there is NO WAY that Sam is gonna roll with this idea.


I really hope you're correct Rev.

But there would be LOTS of CHR rolling in for such things.....
*sam*


Posted Nov 21, 2020, 6:50 pm
*Rev. V* said:
It’s all a non-issue, because there is NO WAY that Sam is gonna roll with this idea.


+1.

Perma-death is the 3rd most important part of the original game design.
ShawnFireDragon
coldmolasses@live.ca

Posted Nov 21, 2020, 6:53 pm
Removes his weathered fedora, saluting Sam.
Brun


Posted Nov 21, 2020, 7:25 pm
*sam* said:
*Rev. V* said:
It’s all a non-issue, because there is NO WAY that Sam is gonna roll with this idea.


+1.

Perma-death is the 3rd most important part of the original game design.


Cool- glad to hear it boss!
Groovelle


Posted Nov 24, 2020, 4:33 am
After we remove permadeath, let's take out all guns, too.

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