Talk:RubyMUD
Vote: Player Killing
Due to the MUD likely being rather small, I will vote for ALWAYS simply because if it gets out of hand it will generally be easy to solve the dispute. --Ashsflames 23:25, 20 January 2010 (UTC)
ALWAYS-5, levels provide large stat boosts, this way you couldn't have people one-hit-killing eachother. -Rosque
ALWAYS-5, if death is relatively painless, NEVER if permadeath :V --Driblis 00:47, 21 January 2010 (UTC)
Vote: Player Death and Penalties
I'd like to see how the ASTRAL idea works, it would promote teamwork and make the inevitable healer-player(s) a valuable friend to have. If we can though, I'd like to see a combination of ASTRAL and EXPERIENCE, but EXPERIENCE needs to be changed. From playing TGMUD, losing 100 exp per level is severely detrimental at any level, and I propose that it be lowered to 50 (or perhaps 25 if we want to be nicer) through use of the expression @x1*50 (or @x1*25). My vote goes to ASTRAL, @x1*50/@x1*25. --Ashsflames 23:25, 20 January 2010 (UTC)
1. That way bodies will be left to resurrect if need be, and practically no experience loss to worry about, especially because dying once often leads to dying multiple times in a row. If possible, proposed item binding with non-rare materials lootable. -Rosque
ASTRAL_RES because it's annoying to have to wait until a cleric is on before you can come back and play :V --Driblis 00:51, 21 January 2010 (UTC)
Vote: Punishment for Fleeing Battle
NO PENALTY, hands-down. Fleeing is a tactical maneuver, we should never be punished for it. --Ashsflames 23:25, 20 January 2010 (UTC)
NO PENALTY. -Rosque
NO PENALTY. I don't think there's going to be any disagreement on this one. --Durandal 00:46, 21 January 2010 (UTC)
NO PENALTY. I suck and run away constantly and I'd rather not lose things for it. --Driblis 00:51, 21 January 2010 (UTC)
Vote: Playerbody Looting
In the interest of fun and fairness, I have to vote SELFONLY. Either of the others are likely a bad choice, especially if we get a high-levelled character picking on all the lower-levelled characters and stealing all their stuff. --Ashsflames 23:25, 20 January 2010 (UTC)
Until more details are hammered down for items, SELFONLY. Even afterwards it may prove to be the best option. -Rosque
SELFONLY Because having to restock when someone kills me or stumbles across my corpse would be annoying. --Driblis 00:51, 21 January 2010 (UTC)
Vote: Injury and Limb Severing
Removed entirely or made inconsequential in some other way. -Rosque
100,1,100,100,4,8,15,20,100. No dismemberment, but still include bleeding. Although I don't know if it will take place in other instances beside dismemberment. --Durandal 00:46, 21 January 2010 (UTC)
Severing should be an extremely rare event and should reset when you die/res. --Driblis 00:51, 21 January 2010 (UTC)
Vote: Show Damage
NO, it's more interesting and immersive if we can't tell numerically how much health the enemy has remaining. Over time, we'll learn how much damage enemies can take simply by fighting them. --Ashsflames 23:25, 20 January 2010 (UTC)
NO, definitely not. It kills the mood and makes things seem less organic. -Rosque
No. --Durandal 00:46, 21 January 2010 (UTC)
No, it's more fun to see the stupid "Your spiky fist OBLITERATES the Filbert!" messages. --Driblis 00:51, 21 January 2010 (UTC)
Vote: Class System
SUB I found was very fun back in TGMUD, but if we build a new class system I would also vote MULTI. Weird character builds make for fun challenges. --Ashsflames 23:25, 20 January 2010 (UTC)
Difficult to decide right now, some more class brainstorming would help. -Rosque
MULTI because I like having characters that have stupid builds based on stories I make up in my head, not just what the game says I can do. --Driblis 00:51, 21 January 2010 (UTC)