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More on Death


As implemented

  1.  You die and are knocked unconsious, you wait one min to come to your senses, you are offered the option to either "play dead" or "open your eyes".
  2. If you get knocked unconsious 3 times in 3 mins we assume that something really bad happened from a GAME MECH standpoint and we being the nice gods that we are *cough* send you and all your belongings home safely.
  3. If you choose to "play dead" then you are taking the chance that the 3 min timer will be up and you will not be redeemed.  Basically you are saying "no this isnt a game mech issue and I wanna try it again"
  4. If you choose to "open your eyes" you will stand upright, all your stuff will rearm, you will get back a quarter of your health, and drink a potion *hopefully*.
  5. If you die 3 times in 20 mins, you will STAY dead on that third death for 15 mins.  You will not go to hell, you can stay and play a ghost, watch the show, whatever, but you can not be ressed for 15 mins.  After that, a healer or player can ress you.  Additionally, you will take stat and/or skill loss.  Your stuff will be left on your body to decay or be looted by the greedy mobs.
  6. If you have not yet amassed 10k experience points you will be able to get ressed immediately, but we will not be spawning healers outside of town.  So, if your a newbie and choose to go to far outside of the new and safer newbie hunting grounds you are doing it at your own risk.

To recap, the goal is to make death meaningful for the following reasons:

  1. Its hard to RP the death of a char that just dies and gets up, dies and gets up.
  2. Dying means you lost, sometimes you loose to lag, some times you loose to game mechanics or bugs or other players stupidity.  But sometimes *this is the important thing*  your character died because it simply would have really died had that situation happened.
  3. Quests should have some time of measurable end, something that says, "sorry buddy, you're out of the picture on this one. I don't care how many times you've thrown yourself at that horde of orcs, they have simply won this round, now go lick your wounds".
  4. The process of die res hunt die res hunt die res hunt offends a great many role players *grins*.  It is commonly agreed that death should have meaning.

With that said, the goal is to implement a system that gives you a break on lag/bug/other player deaths.  To give you a chance to wait for the lag spike to pass, or go practice your tailoring, to wait for the bug to be fixed, or hunt with another person.


We feel the proposal is a valid one and that the goal is a valid goal, therefore we wish to pursue working out the kinks of the currently proposed death system.  But we are going to tweak it ... here's what we have in mind.


  1.  You die and are knocked unconscious, you wait one min to come to your senses, you are offered the option to either "play dead" or "open your eyes".
  2. If you get knocked unconscious 3 times in 3 mins we assume that something really bad happened from a GAME MECH standpoint and we being the nice gods that we are *cough* send you and all your belongings home safely.
  3. If you choose to "play dead" then you are taking the chance that the 3 min timer will be up and you will not be redeemed.  Basically you are saying "no this isnt a game mech issue and I wanna try it again"
  4. If you choose to "open your eyes" you will stand upright, all your stuff will rearm, you will get back a quarter of your health, and drink a potion *hopefully*.
  5. If you die 3 times in 20 mins, you will STAY dead on that third death for 15 mins.  You will not go to hell, you can stay and play a ghost, watch the show, whatever, but you can not be ressed for 15 mins.  After that, a healer or player can ress you.  Additionally, you will take stat and/or skill loss.  Your stuff will be left on your body to decay or be looted by the greedy mobs.
  6. If you have not yet amassed 10k experience points you will be able to get ressed immediately, but we will not be spawning healers outside of town.  So, if your a newbie and choose to go to far outside of the new and safer newbie hunting grounds you are doing it at your own risk.

Your death will create a ripple in the fabric of the world and those who inhabit the land will hear your death cry.


Why is death not what I expected (original proposal)

Death on most OSI shards, and most shards in general, is as common as buying regs.  You die, get get res'd you get your stuff, you head right into combat.  Whatever you want to call it, "bad role play", "hard to role play", "not realistic", the current system of "death, res, fight, death, res, fight" makes the life of other players and quest lords more difficult, not to mention GMs.

Why?  Well for one, from a players perspective at which death do I mourn you, or get worried about you from a role-play perspective?  Every time?  Every other time?  No matter how you think of it, role playing someone's constant death gets boring and a bit depressing, so we all sort of start ignoring it at some point.

I'd think the quest lord position would be easy to understand.  They run a quest where some of you are suppose to die and stop questing, but how are we the players suppose to know if its after our first death, our second, what about lag and what not?  And with such a small shard, if we quit questing after one death, quests could end really really fast.

From a GM perspective, people complain about dying and the penalties.  Maybe less on FA then on other shards, but its a lot either way.  Lag, bugs, insta-hit monsters, you name it, all kinds of "unfair" reasons for death.

So what am I trying to tell you?

I'd like to change the FICTION of dying.  I'd like to suggest that you all pretend that when you get dropped to Zero hit points, you don't actually die, you fall into the negative hit point arena (like in D&D) and just simply fall unconscious.

Then every third death in twenty minutes you really do die and go to hell.  The more often you die from your third death, the more likely you are to die randomly instead of fall unconscious.  And levels and/or fame will decrease this random chance of death.


Okay, say that again ... what's the details.

 You go hunting.  You die.  You drop to the ground, but no ghost appears, you are still fully dressed.  You are unconscious.  One of two things happen:

  1. A party member can revive your body
  2. A 1 minute timer kicks in, when the timer is up you are awake.

You wake up FULLY dressed, being unconscious does not strip you naked. :P You instantly either drink a potion, cast a greater heal or apply a bandage.  If you died without potions, regs or bandages, you suck - don't do that.  Your stats are dropped 10 points for 5 minutes.  You are groggy and disoriented.  Try to get some place safe to finish recuperating.  There is no other death penalties, you didn't die.

Now, you have two choices, keep going or turn back.  If you keep going, and twenty minutes has not passed, and you die again, the same thing happens, but now your stats drop by 20 for 5 minutes.  You're pushing you're luck, are you sure you don't want to go practice your basket weaving or try something you can handle?

If you CONTINUE and die again in the same 20 minutes, you are very dead.  You go to hell, without your stuff.  I promise you the monsters will loot you clean! and your skills  and stats will now be hit hard.  Your dead, dead hurts.  But, your death was noted by the other heroes of the land, a great cry echoed throughout the land and they know you have passed from the mortal plane.  Priests and rangers will have the possible ability to find or divine your location.  But you can't tell them - you're dead.  They can rescue your body and your belongings.  They can bring your body to some holy place and perform a resurrection.  You will come back from the dead.

(This rescue and resurrection idea is not FOR YOU.  You died because you didn't have enough sense to turn back and do something else.  This part of the idea is for the other players - so they can do a rescue and be heroes and do some cool resurrection.  I'm thinking only players with 100 magery or 100 healing can res.)

If there are no other players on line, you will be sent to town as a ghost after 20 minutes.  You will have the opportunity to play as a ghost and communicate with certain classes.  The shrine of sacrifice will resurrect you, if you go there, but you will be very naked and need to find a way back home quickly.  At this point, your body is decayed, you are dead, you will get a new body, but your skills and stats have been hit.

(Now a couple of "give me" comments.  1) If you die three times in 3 minutes, this will not happen, I'm not sure what will happen, but we will assume that something went wrong with the game dynamics.  2) On the new code you have the ability to .OWN your stuff, so when the monsters loot you, there is a good chance you can go find most of your stuff.  Or someone can find it for you and drop it in the lost and found.  RTFM)

What was that about "random" death?

For those of you who just don't learn from your mistakes, the more true deaths you have, the chance for random "true death" will go up.  I'm not sure at what percent, but enough to scare you into not getting "truly dead" often.  As your levels/virtue go up, the random chance of death goes down. 

What does this system offer?

  1. It takes some of the sting out of accidental deaths.  
  2. It gives you a chance to make some decisions about how you are playing, and reminds you that death has meaning.
  3. It comes as close to PD as possible with out actual PD
  4. It makes recovery of accidental death faster and quicker, so less dying over and over.
  5. It offers some great death role play for the rest of us.
  6. It gives you a nice easy realistic way to role play getting knocked into the wall.
  7. It allows Quest Lords to make sure that, "won't give uppers", actually give up or face the consequences of true death.
  8. It will allow a GM to tell you to suck it up if you have accidental death due to lag. *smiles*

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