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I like point 1,2,3 but yea 4 is to hard haha.
Maybe when he die he get teleported to the hell where he have to hang around for one hour, he can meet with other death people there. haha
(Just edit the weather to red color , and changes his virtualworld lol.)
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On most of the servers I play at there is medical bills when you die, you lose 30 minutes of your characters memory, when you come out the hospital you only have 50 HP, and losing stuff ohhh noo that's like CK I hate CK lol.
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Some puzzle to get back to the real world would be the best idea.
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Yea I agree, and Linuxthefish your avatars scares me lol.
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Well, I have a idea about the character death, but I don't think it will make any different for the players thought about dieing ,
When he died I will create a object at the ground, and the death player cannot turn back to this area which I will define with a radius , for like one hour, this will prevent the player from revege killing ect...
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Yea I see, you also can just make things like robbery and raping, less worse then dieing,
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I think each death must permanently decrease some parameter, like max health, so it will leave a trace on a character.
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If it's TDM or DM then death is part of the game and scores surely? -1 usually, not sure why you'd try to penalise it further.
If it's RP why are your players dying anyway? In RP death should be rare, (as it is in life, relatively speaking,) so surely dead = dead. Game over/Retry?
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If you allow your players to choose "death" instead of losing something they can easily afford, the problem is in the server rules not the script.
Also you don't die until your character is really killed and unplayable. The "dying" you're talking about is more like getting taken to hospital in critical condition.
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There should be a period after death in which dying again would result in a major penalty. That'll be good to prevent revenge killing as it's pretty much gambling.
As for the initial death, I think loss of money, time, and experience is plentiful enough.
EDIT: maybe lose a large chunk of money / a percentage of experience.