Online Vore game respawning question and poll

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Read at least the bolded paragraphs before voting. you may select 2 options

I think that only allowing rerolling characters is a great idea to handle death in an MMORPG
91
35%
I would prefer to respawn normally with all my memories, but this is good enough i guess
70
27%
I would not be able to play this game without a traditional 4th wall breaking respawn button.
37
14%
I agree that we need to have traditional respawning in game, but i have some [idea] that takes care of it while at the same time maintaining the world view that being eaten is a bad thing and to be avoided at all costs.
59
23%
 
Total votes : 257

Re: Online Vore game respawning question and poll

Postby Superblah » Fri Jan 23, 2009 1:18 am

ryanshowseason3 wrote:just a wild idea here don't pay it too much mind since this is probably way too fantastic for a light magic setting.

How about a ground hog day scenario? For some set of circumstances known or unknown the char seems to get sent back to different times of the previous day. Perhaps getting dropped off in random towns or places possibly even dungeons. You could also think in terms of ocarina of time type scenario, or prince of persia, especially at the end of the first when he goes back and the princess doesn't know him.

Or perhaps a quantum leap type situation where the char is the same character throughout the course of the game, but is plopped into different roles on respawn. Retaining class and traits but somehow reality shifts them into another's "space". I was kinda inspired by your soul creatures idea, but this seems a little over the top too.

Trying to exclude penalties here at least.

The problem with this of course is that they wont be dissapearing into another realm, and creatures who have eaten him before will see and remember eating her, there will be live players, and the worse thing I can think of doing is to implament any type of system that says to that person "sorry, you have to pretend like that never happened" I've thought momentarily about making these players invisible to eachother but this scenerio only works without a 3rd party present so its useless.

Kiyoa wrote:
I'm not sure how knowing the setting would help you come up with a hook for a respawn system, because there isnt really anything special about it, Its a magic lite fantasy realm (at least compared to diablo and its christmas tree effect) with the focus on building a character story, there are several key game features that boost this,


Unfortunately, from the perspective of making a game, having a focus on story which is character driven but with permanent death of the character seems, at the least, counter-intuitive. You've stated you don't want characters respawning because it doesn't make sense in the story, but the thing is, is without it a cohesive, long lasting story centered on a single character is going to be the exception, rather than the rule. I don't really know much about your game, but I have played and played at designing several, and I've learned that even for people who are really good at a game, dying is often impossible to avoid. This is doubly true if there are other players out for your blood, which, if I'm reading things right, is likely the case.

Pardon my saying, but I doubt any particular story is likely to get very far. Even the truly exceptional fail, and more often than one would think. I'm not certain how you're implementing your story system, but unless you've thought of something I haven't I'm not sure how you could implement it in a meaningful way without having direct respawns.

Additionally, I'm inclined to say that having to whip up a new character every time you die is likely to be an immersion breaker, though I don't think immersion is necessarily that great a goal anyway.

Immersion is somewhat important in this game because the main element will be exploritory, In most games you wonder around fighting monsters in various different backdrops, If the player isn't feeling interested in his or her surroundings, how can a game like this stand?

that aside, to your point, I am hoping that testing will help the game become more balanced so that long lasting stories can be achieved, Overall I don't expect it to be the kind of game where everyone and their dog brings up their character to "max level" as their goal in the game, If you (the reader) are the kind of person who genuinely thinks every MMORPG should aspire to be like Ragnarok online, this probably isn't the game for you, this may have to be the kind of thing thats crossed when we get there but I truly hope that I will be able to provide enough balance and scaling challenges for players without frustrating them with constant dickery and death, I hope for the game to provide the same experience hanging out with table top buddies has provided me, Adventure, character development, And the glory of victory or going out with a blast.
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Re: Online Vore game respawning question and poll

Postby Kiyoa » Fri Jan 23, 2009 1:52 am

Superblah wrote:Immersion is somewhat important in this game because the main element will be exploritory, In most games you wonder around fighting monsters in various different backdrops, If the player isn't feeling interested in his or her surroundings, how can a game like this stand?

that aside, to your point, I am hoping that testing will help the game become more balanced so that long lasting stories can be achieved, Overall I don't expect it to be the kind of game where everyone and their dog brings up their character to "max level" as their goal in the game, If you (the reader) are the kind of person who genuinely thinks every MMORPG should aspire to be like Ragnarok online, this probably isn't the game for you, this may have to be the kind of thing thats crossed when we get there but I truly hope that I will be able to provide enough balance and scaling challenges for players without frustrating them with constant dickery and death, I hope for the game to provide the same experience hanging out with table top buddies has provided me, Adventure, character development, And the glory of victory or going out with a blast.


My goal with any game is to to have fun whilst playing it.

As for your goal, it's... ambitious. Very ambitious. Being familiar with table top games, I can see what you might be after, but I'm not certain computers are quite up to being stand ins for a good GM yet. Being able to intelligently balance the world or have the world balance intelligently according to the player, and provide interesting, challenging content at all levels of play for all varieties of play style... well, it would be quite a coup, fetish game or no.

Good luck, then. I'll reserve judgment until I see the project itself.
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Re: Online Vore game respawning question and poll

Postby Superblah » Fri Jan 23, 2009 2:49 am

what I'm truely aspiring to is to blend fetish game and regular game seemlessly, I find that most porn games are either really bad porn like (sorry) duamutef's, or they are really bad games, like almost every hentai game ever, at most making you jump through hoops to get to the part you can masturbate to.

as for why I'm ambitiously trying to go for the table top feel, Well I dont really regard that as ambitious so much as i regard it as the baseline, the average, how RPGS should be, Like you I play games to have fun but given that table tops have far exceeded what little fun I've ever had playing a regular computer/video RPG, with the possible exception of the First installment of seiken densetsu for the gameboy, I feel that aiming so low and at least not attempting to evade the trappings and cliche boring game elements that make up most of todays modern RPGs, that I would be making a rather erectile dick move on anything determined to actually try to enjoy my game.
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Re: Online Vore game respawning question and poll

Postby Julie » Fri Jan 23, 2009 10:22 pm

From what I understand, this is a vore centric game with an emphasis on character development and storyline?

Just to review, you've stated (5 times) that you do not want to cheapen the experience of the vore aspect of the game with a cheap reformation/respawn feature. You've also stated that you wish the scenario to be inclusive to fantastic adventurer to common folk every day villager players alike.

As a player who is very story-centric, experienced in tabletops, hates reformation, loves being eaten, yet adores her characters, I have come up with many different methods to ensure that I can have one of my characters eaten without losing her forever, yet ensuring there is a very real fear of dieing (other then amnesia) so that such things do not cheapen my experience.

First Method-The first method is a combination of a life system and a random chance system. Taking it exactly in its formulation for free-form would not fit as well, but a variation might prove useful. The idea goes that the character starts with a set amount of essence. Each time she dies a 100 sided dice was rolled to determine an effect on a chart. The chart had varying effects from loss of certain amounts of essence to permanent death.

I see this idea appealing to few however. The respawn crowd would dislike it because there's a random chance of permanent death, and without it, it's just a random number of lives system, meanwhile the permanent death crowd would dislike it because it is too "respawny"

Second Method-Next is the dead until resurrection method. This method leaves behind remains of a player (bones) that must be collected. Then a resurrection spell must be cast to recover the character. When a character dies, they leave behind bones. Materials for a resurrection spell need to be gathered. This can actually aid character development, as people can gather together to bring back a particularly beloved character. Meanwhile a predator can take the remains and place them somewhere to set up a trap. Remains are dropped automatically upon log out, but they would have to remain as some kind of permanent part of the game so that remains aren't gone forever when the server goes down.

This is more of my least favorite methods, and I only use this on characters I have no intention of losing permanently. The spell could be forbidden as it is, and the material components should be difficult enough to get that it would not warrant any NPC trying, as they'll probably die trying.

third method-Next is the time penalty. If your character dies, you have to wait something like a week to even consider coming back.

I see this method as best being combined with other methods, such as the one where you get to reroll. You can play your rerolled character while you wait for your main character to come back. This, however, is little more then metagame severity, and does little for the finality of vore.

The main problem with having everyone reroll their character when they die, is that, in reality, everyone would be playing a swarm character; something like the character alts volleyball_girls or the_icecream_stand. These alts are popular among predators because these prey do not reform, but they don't run out in supply either. They typically do not do much for long storylines though. If the game points that your character is gone forever and there's nothing you can really do about it, not very many story centric players are going to be able to enjoy the vore aspect. While you can make a clone of your character and try to pretend it never happened, this cheapens the experience for anyone who made an in-depth character.

Then there is another problem. I adore my characters, complete with story line and personality and unique quirks. But sometimes I get the urge to indulge in them getting eaten by something. The amount of detail and involvement in the character heightens the experience, but losing the character forever ends the experience rather abruptly. losing a character permanently is an experience all its own, but having it happen after the first time just does not seem to be very fun, nor does it give much room for development in such a death oriented environment.

One of the things that makes vore enjoyable is the losing aspect. In any other roleplay environment, losing can be really frusterating, and even shameful. In a vore oriented roleplay environment, I can get into a conflict with another player character. If I win, yay, I won ^^ if I lose, I get to enjoy a rather enjoyable gameover sequence, which makes me not mind losing so much, in fact it's about as nice as winning.

All in all, you have to decide who your audience is. Is it the swarm character players? Maybe it is the players who play characters that can't reform at all. Is it the players who like their characters to reform? Is it the players who are somewhere in the middle like me, using lives loss and lives gained systems to emulate finality without frequent permanent loss of characters? Or is it all of the above?

Here's another thing to think about. Rather then have a race of people who respawn, which is pretty limiting, really, I have come up with a revised concept based on that. It may interest you. It's called a soul system. What this entails, is a player first picks a soul type. The soul type determines how player death is dealt with, according to play style. What this means for storyline purposes, is that nobody knows who has what soul. Touching on the chosen one thing again, make non-permanent death souls rare. Coincidently, no or few npc's have such souls. As a gift for the people who decided to play your game, they get to choose what soul they want. This way someone can be the typical local farm girl who can't really come back at all, while someone who is really into their character can still see their favorite character get eaten and digested a few times without losing her forever. People with reformable souls won't get conscripted to be the guardians of the world because nobody knows who they are, and dieing is still dangerous to them anyway. Take this idea and work with it in a way you think it will fit best, as I do hope that it assists in some kind of solution for you.

If we were to assume this idea to be implemented, I would probably pick a character who needs resurrection scrolls to be revived, with probably a life system character and maybe a re-roll character if I get in a particularly vorey mood for some reason oO'

I hope this has helped you with your project in some way. If you need me to explain anything further or have any questions, pm me or contact Chiu_Neska in the chatroom. I may have come up with further methods by then as well.
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Re: Online Vore game respawning question and poll

Postby Aleph-Null » Sat Jan 24, 2009 4:28 am

Some thoughts,

One of my favorite gaming experiences ever was based on loosing a character I really liked. It was in the Warhammer Fantasy RPG, a game where death is common and as such it is very fast to make a new character. In this game your starting carrier is random, it represents your past but determines what carriers you can go into. I really wanted to play a wizard but wizardry is very rare. Anyway one character started as a carrier that can become an apprentice wizard. In the end our party had done something stupid, we were cornered with little hope. We almost made it out but it just wasn't meant to be. The game had this system where you have fate points. when you take a mortal blow you loose a point and you don't die. But these points also allow you to make one re-roll a (game)day, the effect is that your character sort of burns out they get scarred and maimed and eventually die. There's an odd sort of liberating feeling knowing your whole party died in your favorite campaign, I can't really put it into words but I don't think I'll ever forget that game.

Now for my point.

When people play a game they get something different out of it depending on what they can get out of it. That is to say if I'm playing CoD4 multi-player I'm not expecting story and when I'm playing a pen & paper game I'm not expecting a fast paced tactical game. If you were to make the game with no re-spawning people probably wouldn't introduce preexisting characters, but that doesn't mean they would not develop characters or become attached to them.

And on to possible game play options to consider.

Becoming a ghost/having an after life. Perhaps a disembodied spirit could wander around and "haunt" people you could give reason for a character who was alone when devoured to have someone resurrect them. Now I'm sure it would be rare to see a spirit walking around so perhaps only certain people could see them? Maybe only children or close family/friends? With each death the characters tie to the physical world would become weaker and you would move on to the after life.

My reason for suggesting something like this would be to serve a couple purposes.

One reason is the stated one of giving an in game reason for resurrection when alone. You don't have to PM someone to come res what's left of you because you were playing solo.

An other is so there is more to resurrection than just a quick cast. You get the feeling that the world is slipping away, maybe the world gets a little more hazy (when your just a disembodied soul) each time you die and maybe your spirit form is less opaque to all those who could see you.

The last is just for story. Players could end up playing a ghost/spirit. For example some one is going to slay some monster in the woods and come across the spirit of someone who was devoured. The soul offers to help you (etherealness gives one the ability to snoop appon the physical world with little fear of harm) by giving information about the monsters lair if you would be willing to recover their remains.
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Re: Online Vore game respawning question and poll

Postby Superblah » Sat Jan 24, 2009 7:40 am

Julie wrote:From what I understand, this is a vore centric game with an emphasis on character development and storyline?

Just to review, you've stated (5 times) that you do not want to cheapen the experience of the vore aspect of the game with a cheap reformation/respawn feature. You've also stated that you wish the scenario to be inclusive to fantastic adventurer to common folk every day villager players alike.

As a player who is very story-centric, experienced in tabletops, hates reformation, loves being eaten, yet adores her characters, I have come up with many different methods to ensure that I can have one of my characters eaten without losing her forever, yet ensuring there is a very real fear of dieing (other then amnesia) so that such things do not cheapen my experience.

First Method-The first method is a combination of a life system and a random chance system. Taking it exactly in its formulation for free-form would not fit as well, but a variation might prove useful. The idea goes that the character starts with a set amount of essence. Each time she dies a 100 sided dice was rolled to determine an effect on a chart. The chart had varying effects from loss of certain amounts of essence to permanent death.

I see this idea appealing to few however. The respawn crowd would dislike it because there's a random chance of permanent death, and without it, it's just a random number of lives system, meanwhile the permanent death crowd would dislike it because it is too "respawny"

Second Method-Next is the dead until resurrection method. This method leaves behind remains of a player (bones) that must be collected. Then a resurrection spell must be cast to recover the character. When a character dies, they leave behind bones. Materials for a resurrection spell need to be gathered. This can actually aid character development, as people can gather together to bring back a particularly beloved character. Meanwhile a predator can take the remains and place them somewhere to set up a trap. Remains are dropped automatically upon log out, but they would have to remain as some kind of permanent part of the game so that remains aren't gone forever when the server goes down.

This is more of my least favorite methods, and I only use this on characters I have no intention of losing permanently. The spell could be forbidden as it is, and the material components should be difficult enough to get that it would not warrant any NPC trying, as they'll probably die trying.

third method-Next is the time penalty. If your character dies, you have to wait something like a week to even consider coming back.

I see this method as best being combined with other methods, such as the one where you get to reroll. You can play your rerolled character while you wait for your main character to come back. This, however, is little more then metagame severity, and does little for the finality of vore.

The main problem with having everyone reroll their character when they die, is that, in reality, everyone would be playing a swarm character; something like the character alts volleyball_girls or the_icecream_stand. These alts are popular among predators because these prey do not reform, but they don't run out in supply either. They typically do not do much for long storylines though. If the game points that your character is gone forever and there's nothing you can really do about it, not very many story centric players are going to be able to enjoy the vore aspect. While you can make a clone of your character and try to pretend it never happened, this cheapens the experience for anyone who made an in-depth character.

Then there is another problem. I adore my characters, complete with story line and personality and unique quirks. But sometimes I get the urge to indulge in them getting eaten by something. The amount of detail and involvement in the character heightens the experience, but losing the character forever ends the experience rather abruptly. losing a character permanently is an experience all its own, but having it happen after the first time just does not seem to be very fun, nor does it give much room for development in such a death oriented environment.

One of the things that makes vore enjoyable is the losing aspect. In any other roleplay environment, losing can be really frusterating, and even shameful. In a vore oriented roleplay environment, I can get into a conflict with another player character. If I win, yay, I won ^^ if I lose, I get to enjoy a rather enjoyable gameover sequence, which makes me not mind losing so much, in fact it's about as nice as winning.

All in all, you have to decide who your audience is. Is it the swarm character players? Maybe it is the players who play characters that can't reform at all. Is it the players who like their characters to reform? Is it the players who are somewhere in the middle like me, using lives loss and lives gained systems to emulate finality without frequent permanent loss of characters? Or is it all of the above?

Here's another thing to think about. Rather then have a race of people who respawn, which is pretty limiting, really, I have come up with a revised concept based on that. It may interest you. It's called a soul system. What this entails, is a player first picks a soul type. The soul type determines how player death is dealt with, according to play style. What this means for storyline purposes, is that nobody knows who has what soul. Touching on the chosen one thing again, make non-permanent death souls rare. Coincidently, no or few npc's have such souls. As a gift for the people who decided to play your game, they get to choose what soul they want. This way someone can be the typical local farm girl who can't really come back at all, while someone who is really into their character can still see their favorite character get eaten and digested a few times without losing her forever. People with reformable souls won't get conscripted to be the guardians of the world because nobody knows who they are, and dieing is still dangerous to them anyway. Take this idea and work with it in a way you think it will fit best, as I do hope that it assists in some kind of solution for you.

If we were to assume this idea to be implemented, I would probably pick a character who needs resurrection scrolls to be revived, with probably a life system character and maybe a re-roll character if I get in a particularly vorey mood for some reason oO'

I hope this has helped you with your project in some way. If you need me to explain anything further or have any questions, pm me or contact Chiu_Neska in the chatroom. I may have come up with further methods by then as well.

You have been a great help to my quest and the way you sold the soul system really made me smile, I'll defiantly work it in, although your welcome to think of more, more doesnt really hurt as i already had two ways of handling death already, I don't think just because someones a typical farm girl means they're not into their characters =D *thinks of nwn2*

As for my audiance, It seems rather wierd to think of them in different groups other than voraphile gamers, since theres such a small number of us, i need to try to be as inclusive as I can, without compromising too much and turning this project into a toy instead of a game.

Although I'm not sure why you don't necessarily like the idea I always planned on having ressurection spells in the game they just wont be cheap, but I couldn't classify this as respawn because you need someone to go out there and cast the spell, you don't just poof.

My only question now is how do I make the respawn system work functionaly, @_@, where to appear and such XP

you've stated (5 times) that you do not want to cheapen

i think i only said that twice, but i did say 5 times that this is not about applying respawn penalties =P
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Re: Online Vore game respawning question and poll

Postby UBFanDrake » Fri Sep 26, 2014 4:20 pm

is this an existint game if so where is it? if not will it ever come out?
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Re: Online Vore game respawning question and poll

Postby NekoYuki » Sat Sep 27, 2014 10:22 pm

It didn't come out. and it isn't likely come out. check the post dates. the last post was in 2009, a friendly warning, you can get in trouble for dragging up old posts like this.
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Re: Online Vore game respawning question and poll

Postby GrinningSinning » Fri Sep 04, 2015 9:48 pm

I think I have an idea. Have you ever heard of a game called ZombiU (Or just Zombi now because it's out on most platforms)? Anyway, when you die, you start as a new character, with random appearance (I think). Thing is, you can go back to your corpse (and kill it because it's a zombie now) and get your previous gear. So, with that in mind, you can go find your remains and take the gear you had previously and use it on your new character (just make sure there are no level requirements, cuz that is extremely annoying in games). Hope I'm not late to the party.
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Re: Online Vore game respawning question and poll

Postby RumiBelly » Sat Sep 05, 2015 12:31 am

Please read the post above your own
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Re: Online Vore game respawning question and poll

Postby ian66613 » Sat Sep 05, 2015 1:54 pm

In Final Fantasy XIV, it's possible to bring back people from the dead through a complex seedseer ritual that brings people out of the lifestream. Similarly, character chosen by hydaelyn are brought back from the brink of death through aetehrytes, which are considered "Lighthouses" in the lifestream. This isn't technically 4th wall breaking, when it's part of the lore.

In fact, you rescue an NPC from the lifestream in heavensward, though she ends up becoming blind and only able to see things using aetherial energy. A complex vore revival system could be used, but, you could place some specific enemies that could do "Soul vore" (IE: Succubi) for ideas on how to treat soul vore, you can check my signature, or just force the person to re-roll a character.

I know this is bringing back a topic from the dead, but I just wanted to post my idea on the matter, regardless of it not coming out.
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Re: Online Vore game respawning question and poll

Postby Jusey01 » Thu Sep 24, 2015 10:31 am

I honestly wouldn't play if I can't "respawn" as my own character (I use the word "respawn" but not as what you might think).

For example, my main character has the ability to "teleport" (in the form of walking through the dream world) but at the same time, I decided to give him something similar to the Spy's Dead Ringer from Team Fortress 2. (Basically, when you take damage. You, yourself, becomes invisible while you drop a fake dead clone of you). Simply put, my main character usually gets around the whole digestion ordeal by using this device while inside and then teleporting out. At least that's how I do it with my main character... I hate the idea of losing your character, unless you want to lose your character purposely.

So I would recommend having the option to do either one both in-game. Have the reroll a new character ordeal as the default option while having the "4th wall breaking" option for those who might be able to roleplay around it with their imagination or general ideas (or if they just want to be vored).

Then again, I'm extremely different and crazy compared to other people (apparently). So my idea is probably horrible.
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Re: Online Vore game respawning question and poll

Postby oliverrook » Thu Sep 24, 2015 11:40 am

I have a possible solution:
Cloning.
It would be similar to your system, only that the player would come back with the same memories, knowledge, and appearence, but would most likely loose most of the items and gear they had on them. It wouldn't be 4th wall breaking, but it would still allow a traditional re-spawn system.
It's game design, and you can take it anyway you want. If it's magic based, then say there was a spell cast over the land that prevents permanent death to certain people, or everyone if you want. It's a solution that can be taken into lore form, and you just need to think of a creative way to get around it. I developed this same kind of system for my writing.
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Re: Online Vore game respawning question and poll

Postby VoreSkeeter » Tue Dec 22, 2015 6:06 pm

How about a system where having a npc or a player cast resurrection magic on you was the only way to come back to life?
The system im suggesting would also need some kind of realistic bodily need's system involving the need to use the restroom at times other than during vore to work i think.

Basically they system im imagining would work like this.

Let's say you get yourself eaten as a prey character. Your point of view would follow your pred's while they were digesting you. Id imagine you could do a bit of role play during this time.

But once your done digesting though. You get muted to everyone or at least to your pred until they feel the need to "Release" what's left of you. After your pred find's a place to let you out. You'd get a choice to either follow your "Remains" point of view or stay with your pred.

If you choice the stay with your pred It'd be assumed you were now just some fat on their hips, or a bit more jiggle on their breasts, And that character's view would from now on just be linked to theirs until you decided to make a new character.

(On a side note it'd be cool if this worked between logins, That way you could login as a part of your pred's body as long as they were on at the time. Might also be good for pred's to have a list of people currently following them as to not interfere with private conversations and to possibly allow them to one sidedly Role play with there previous prey that they knew were watching.)

Now let's say you chose option two and stay with your remains, At this point your just a turd fertilizing a tree in the forest. The only way to fix this problem would to ether have a skill that maybe you could learn that let's you become a ghost when you die. Or to just accept your fate and Make a new character.

For example situation: Let's say your pred has just finish's digesting you and goes out into the wood's to "Release" your remains behind a tree. To keep your current character. You'd have to have the skill to become a ghost and go find someone who can resurrect them, Then direct them to where their remains are and go from there.

I think this kind of system would stay true to vore being seen as a one way trip by inhabitants of the world because it would be unless someone specifically saw you get eaten by a pred and then followed that pred around until they "Released" you and even then they'd still have to have the ability resurrect you.

At the same time way might also make for some interesting player interaction such as a pred going out of their way to make sure their prey can 't be brought back.

Such as having a shovel so they can dig a hole to bury the prey in a attempt to make finding their prey's remains much harder. Or hell a pred simply using a toilet would be a almost certain prema death sentence to your character unless you found someone willing to wade threw the sewers to find it.
''Do not go gentle into that good night,
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Rage, rage against the dying of the light.''

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Re: Online Vore game respawning question and poll

Postby ian66613 » Tue Dec 22, 2015 7:59 pm

It would be better if the prey's point of view stay either with the remains, or actually where they would be on the pred, IE: view from the nipple, or hips, etc. rather than the pred's actual point of view. This would benefit pretty much everyone in the long run.

Also becoming fertilizer to an alraune could resurrect you as some sort of pollen and turned into an alraune yourself... or be stuck as some sort of sticky substance in her breasts.
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Re: Online Vore game respawning question and poll

Postby bledthorn » Tue Dec 22, 2015 8:39 pm

well heres an idea why not providing ryanshowseason3 is ok with this use something similer to his reaminators from his game they coudl be something like blessed from the gods above and as long as you have at least one you will be revived otherwise you lose lvls and or gear? that way you can make them hard to get as you like but it gives a reason rp game wise why players can come back
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Re: Online Vore game respawning question and poll

Postby ryanshowseason3 » Tue Dec 22, 2015 10:22 pm

*ACHOO*

Ideas are for stealing. Blessing granted. I've been evolving the idea as of late so I'll share...

But yah reformers in my setting are a nice mcguffin that you need to have or it's game over. They aren't all powerful though, they can be taken, stolen, broken or subverted in some way.

In my next project I've evolved the idea so you can only have one at a time. Having one lets you reform without penalty and then after that you have a limited amount of reforms before you're gone for good so you always want to keep stocked with the mcguffin.

When you lose one though it's a scramble to get another one before you lose any of your actual lives.
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Re: Online Vore game respawning question and poll

Postby LightningLord2 » Wed Dec 23, 2015 4:36 am

Death in games, while not extremely terrible, feel bad to the player because it prevents progress. If you do feel like punishing the player further for that, you can put some kind of debuff on them or damage their gear and force to spend repair money.

Generally, I don't feel invested in playing a vore game if the game is designed to make you avoid it at all costs.
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Re: Online Vore game respawning question and poll

Postby SirThumpsyernuts » Sun Dec 27, 2015 12:39 am

In my opinion having to reroll for a new character is a good way to handle death in an mmorpg, but the only problem I'd have is naming new characters, especially if they're incredibly similar to each other. I'm not sure if anyone else is the same as me in this regard, but I'm the kind of person who will sit and stare at the screen for ages trying to figure out what name I want to use if my usual fodder is already in play or if they somehow perma-death'd like in this regard. Plus if a character is incredibly similar to the old one because people either don't want to "lose" their progress or can't swap play style easily/have too little rp experience to come up with a good explanation, and the predator/player that ate/killed (whichever way they went about it, not everyone wants to be a pred) their last character sees them, then the pred/killer gonna be a bit confuzzled by the whole situation. I mean, in my case I'd just come up with some shitty explanation like "That was my twin sister/brother" or the like because I myself prefer to have my characters related to each other If I have multiples on one game. If 1-2 people are doing that as their scapegoat, then it'd be fine, but if not everyone can figure something out, or everyone starts using the "twin" thing as an excuse since it's a quick and simple explanation to pop out on the spot easily (not saying they will), then we run into a bit of a predicament where people just stop caring about the reasoning of why they are a carbon copy of the enemies last meal/kill and just want to play, ruining the experience for some people who would enjoy rping with people on an mmo. If no explanation is required for just the basic game, and needing an explanation is pretty much only for the players who want to rp, then hopefully this shouldn't be a problem, I just thought I'd put that out there though.

There will however always be that one guy running around ignoring everyone else, not caring about interrupting rps, and attacking players at random simply because he wants to kill things to get stronger. I mean, if someone just randomly runs up and kills you without saying a word and they weren't doing something rp related, like assassinating you for someone else that hired them, then you really shouldn't have to rename and come up with a new character story entirely, simply for the fact that he'll do it again and again if he keeps finding you, until he's dealt with by admin powers, pretty much making new characters pointless.

At the time of posting I was tired and didn't read any of the other posts yet, so sorry if I brought up old news. Just wanted to put my 2 cents in before I forgot. ^^;
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Re: Online Vore game respawning question and poll

Postby AMCJavelin » Mon Dec 28, 2015 8:00 pm

If you want an MMO to be story and character driven then you really do need a traditional respawn system...that being because player characters WILL DIE. Never dying in a MMO is nigh impossible. The way I would do it is that being digested results in a loss of all the items the player is carrying and the respawn in the town square stark naked with NO items, if you wanted a being digested prey penalty that is. but hey its your game, your the one with the final say
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