Post by Gaia on Dec 16, 2013 16:36:05 GMT
Concerning Life and Death
Within the first day of players having entered the server, there was a large uproar among Adventurers who were extremely concerned about being trapped in the game. As it was almost entirely like the real world albeit with a game interface, it was apparently possible to bleed or fall sick. The bigger question that was on players' minds was still unanswered - it was not known whether death in this game was permanent.
Sure enough, a fight had occurred among Adventurers within the city, which called forth Royal Guards to forcibly preserve the peace. It was then that the first player death was confirmed. As soon as the player was killed, they were witnessed reviving upon the altar in the cathedral at Westminster Abbey. This news brought an immediate sigh of relief among the playerbase, allowing them to finally relax and start to build their new lives in this unknown world. Yet, there was still plenty of confusion. Why were they trapped in this game? How could they escape? Was this what became of their world or was it an entirely new world?
Nevertheless, the realization that death was not permanent caused for the sprouting of a dark underworld. If it was not possible to die, then players would be able to kill each other over feuds without having to worry about any guilt on their part. This selfish philosophy would undoubtedly be faced by Adventurers sooner or later. But is it the right course of action for this world?
Player Health
Players with disabilities in real life have found themselves somehow cured of their ailments as though they were in an entirely new body. This feature naturally caused a lot of disorientation toward individuals who had the affliction for a long time, such as the formerly deaf. These individuals typically had to put the extra effort to fully condition themselves to their new environment, but general consensus was that many were overjoyed to be able to perform at peak conditions in this new world. Similar conditions applied to those who chose a character whose gender was different from their own. Considering that this world was almost as real as one would expect it to be, there have been many players who cracked under social pressure and have been hoping to find gender change potions to escape their predicament.
The basic necessities in real life are not quite as necessary in this world. One can go without sleep for some time and refrain from eating or drinking for a while and still remain decently well. Much of the penalty is psychological, as fatigue will often catch up to the Adventurer and hunger pangs still occur after a few hours. Because life was tied to the HP stat instead, while it is entirely possible to go without sleep or food without dying, there are a number of subtle penalties. Those who do not get proper sleep tend to be more susceptible to sleep-inducing debuffs and Mind-based status effects. Those who go without food and drink gradually accumulate Weakness debuffs, a type of penalty that lowers the stats. This debuff is applied every few hours and gradually whittles down the individual's stats over time until amble amounts of food and drink is received.
Within the first day of players having entered the server, there was a large uproar among Adventurers who were extremely concerned about being trapped in the game. As it was almost entirely like the real world albeit with a game interface, it was apparently possible to bleed or fall sick. The bigger question that was on players' minds was still unanswered - it was not known whether death in this game was permanent.
Sure enough, a fight had occurred among Adventurers within the city, which called forth Royal Guards to forcibly preserve the peace. It was then that the first player death was confirmed. As soon as the player was killed, they were witnessed reviving upon the altar in the cathedral at Westminster Abbey. This news brought an immediate sigh of relief among the playerbase, allowing them to finally relax and start to build their new lives in this unknown world. Yet, there was still plenty of confusion. Why were they trapped in this game? How could they escape? Was this what became of their world or was it an entirely new world?
Nevertheless, the realization that death was not permanent caused for the sprouting of a dark underworld. If it was not possible to die, then players would be able to kill each other over feuds without having to worry about any guilt on their part. This selfish philosophy would undoubtedly be faced by Adventurers sooner or later. But is it the right course of action for this world?
Player Health
Players with disabilities in real life have found themselves somehow cured of their ailments as though they were in an entirely new body. This feature naturally caused a lot of disorientation toward individuals who had the affliction for a long time, such as the formerly deaf. These individuals typically had to put the extra effort to fully condition themselves to their new environment, but general consensus was that many were overjoyed to be able to perform at peak conditions in this new world. Similar conditions applied to those who chose a character whose gender was different from their own. Considering that this world was almost as real as one would expect it to be, there have been many players who cracked under social pressure and have been hoping to find gender change potions to escape their predicament.
The basic necessities in real life are not quite as necessary in this world. One can go without sleep for some time and refrain from eating or drinking for a while and still remain decently well. Much of the penalty is psychological, as fatigue will often catch up to the Adventurer and hunger pangs still occur after a few hours. Because life was tied to the HP stat instead, while it is entirely possible to go without sleep or food without dying, there are a number of subtle penalties. Those who do not get proper sleep tend to be more susceptible to sleep-inducing debuffs and Mind-based status effects. Those who go without food and drink gradually accumulate Weakness debuffs, a type of penalty that lowers the stats. This debuff is applied every few hours and gradually whittles down the individual's stats over time until amble amounts of food and drink is received.