Prayer Experience Loss

by Xenthos

Back to Ideas.

Xenthos2006-04-13 04:27:12
I had been milling an idea about changing experience loss on praying, as well as how death works in enemy territory. For example, make praying a flat 5% loss (the general negative response to this is that it allows more titans/demigods faster, and so on). The counter is this: if you die in enemy territory, you *have* to pray. No vitae, no lich, no sacrifice, no resurgem, no nothing. You lose 5%. Which makes raiding somewhat more viable for mid-level combatants, but high-level fighters have to actually think about what they're doing instead of being assured that they will never, ever lose a thing.

Some concerns that came up when I mentioned this were:
- Increased jumping on Prime due to the lower loss if the attacker should die,
- 5% for a level 98 or so might be a bit excessive,
- Whether Conglutinate would work or not.

Modified idea became a flat 20% up to level 50, and then slowly taper off to 5% at level 90, and then taper off to 2-3% at 98. Actual numbers can of course be adjusted, and conglutinate can be discussed.

This idea is attractive to me because it reintroduces an element of risk for the very high-end players, while reducing the risk (and loss) for those who are more likely to die often when participating.
Verithrax2006-04-13 04:28:34
I like it.
Stangmar2006-04-13 04:29:26
I like deal.gif
Narsrim2006-04-13 05:04:19
What is the point? This does nothing but set a preference for low leveled raiders. It doesn't hinder raiding. It doesn't deter raiding - so long as you just are mid level.
Unknown2006-04-13 05:07:45
QUOTE(Narsrim @ Apr 13 2006, 02:34 PM) 278783

What is the point? This does nothing but set a preference for low leveled raiders. It doesn't hinder raiding. It doesn't deter raiding - so long as you just are mid level.


I recall you arguing before that dieing didn't mean enough.
I have felt that the pray penalty as it stand prevents a barrier for entry on lower leveled combatants.

Would this not address both concerns?

Unknown2006-04-13 05:15:09
I don't really like this idea. The intent behind it is good, but I don't think this is going to solve much.

My preference is to change death itself, so that aside from vitae and lich, the other resurrection/conglutination skills just mean you have different ways to get out of some death area quickly and with slightly less loss, as opposed to normal deaths which have to complete a moderately laborious process that might risk further experience loss.

Edit: Hold the phone, I missed the 'enemy territory' part. blush.gif

Well, I don't know, it is likely to heavily deter raiding if that is what you are trying to do.
Unknown2006-04-13 05:15:32
QUOTE(Narsrim @ Apr 13 2006, 03:04 PM) 278783

What is the point? This does nothing but set a preference for low leveled raiders. It doesn't hinder raiding. It doesn't deter raiding - so long as you just are mid level.


It hardly sets a preference for low leveled raiders when higher level defenders can still easily beat them down without the added danger of enemy territory exp loss.

That said, I'm not sure if this is a good idea. I'm not even sure if a change is needed. We're always making changes here, we're so post-modern tongue.gif.
ferlas2006-04-13 10:15:54
QUOTE(Narsrim @ Apr 13 2006, 06:04 AM) 278783

What is the point? This does nothing but set a preference for low leveled raiders. It doesn't hinder raiding. It doesn't deter raiding - so long as you just are mid level.


I dont see how, as it is now for a fair number of people who die on enemy lands your praying anyway, almost everyone now would be praying against a semi defended area anyway. This new system would encourage more high level raiders I think.
Xenthos2006-04-13 12:51:27
QUOTE(Narsrim @ Apr 13 2006, 01:04 AM) 278783

What is the point? This does nothing but set a preference for low leveled raiders. It doesn't hinder raiding. It doesn't deter raiding - so long as you just are mid level.

I actually see it encouraging more high levelled raiders, the ones who don't have an excellent system / 20 ways to run away. If you're level 88 and you're only going to lose 6% versus 25% should you get killed (and not everyone is able to guarantee that they won't die / pray)... wouldn't you call that "encouragement"? This encourages them and reintroduces an element of risk for those few who essentially have none at the moment. That's what the point is.

It's actually *not meant* to hinder or deter raiding across the board. Yes, I realize that is a shock coming from me, but it really isn't.
Ashteru2006-04-13 12:53:01
I like! I'd even raid more often then, 'cause 5% aren't too bad.

At the moment, raiding is something I'd maybe do once a month or so, 25% is too excessive for my taste.
Xenthos2006-04-13 14:32:30
QUOTE(Avaer @ Apr 13 2006, 01:15 AM) 278789

Edit: Hold the phone, I missed the 'enemy territory' part. blush.gif

Well, I don't know, it is likely to heavily deter raiding if that is what you are trying to do.

Yeah, all of those skills are still useful for defending your home territory or when fighting in neutral, and I don't think the idea will deter raiding that much. The very high-levelled people who are amazing at escape and as such never lose anything even should they die once... they'll have to think about what they're doing instead of just playing suicidal, "yell Hahaha, you're all idiots, *raspberry*"

However, if they play their cards right, they'll still almost never die or lose anything even if they do keep up the raiding (but there is an increased potential for it, which they will have to consider), while others who are not quite as good at utilizing escape skills will be able to say, "Hey. I'm not losing a week's worth of bashing if I die, but maybe half a day... hm, I think I'll go risk it and have fun." Would everyone do this? No, of course not, but it seems to me like it will help open up a part of the game for everyone to participate in... and should the raiders die (which means that they pray), there's a sense of victory for the defenders as well. Even if the prayer is *less*, it's still there and noticeable.
ferlas2006-04-13 15:11:53
QUOTE(Ashteru @ Apr 13 2006, 01:53 PM) 278832

I like! I'd even raid more often then, 'cause 5% aren't too bad.

At the moment, raiding is something I'd maybe do once a month or so, 25% is too excessive for my taste.



Bingo thats the big thing, makes raiding more accessable for everyone who dosnt have a ton of ways to avoid praying.
Torak2006-04-13 15:22:22
I'd like to see an XP revamp entirely, with things such as lichdom, sacrifice, transmig ect taking some or more %, and praying reduced some. This would make prime alot more interesting, and raiding much more viable, at the same time thought it would have to be risky enough so that it didn't go back to raiding every second of the day which was the reason for the increase in the first place. At the same time I would love for distortion changed some, in its current form simply put it is too powerful.
Unknown2006-04-13 15:46:33
I'm not fond of this idea. What would be an explanation for skills like Lichdom or Transmigration not working in enemy territory?
Xenthos2006-04-13 16:10:05
QUOTE(Kashim @ Apr 13 2006, 11:46 AM) 278860

I'm not fond of this idea. What would be an explanation for skills like Lichdom or Transmigration not working in enemy territory?

Transmigrate is already being changed to not work in enemy territory a certain percentage of the time (50%, I think, though it was never officially agreed upon). As for why it doesn't work, it's not that difficult to come up with a reason... a simple hackneyed one would be that your magics can't overcome the hostility of the area towards you, as you're not stronger than a Nexus / organization / Nature / whatever is controlling that area. I'm sure there are plenty of other possibilities that would even make more sense.

Edit: Does your objection cover more than just the roleplay aspect of "why it wouldn't work," by the way? We've already seen that the admin are more than capable of explaining these changes ICly. If you do, I'd love to hear it, because I'm trying to balance the overall idea (as you can see, I already took some objections and made some changes).
Richter2006-04-13 17:30:07
It's a decent idea, it lets the lower level people lose more, and they can gain it back easier, and the higher level people lose less, because they can't lose it as easily.
Daganev2006-04-13 18:48:38
Why do a percentage and not just straight numbers?

you lose 1 million xp when you die, period.
Xenthos2006-04-13 18:50:25
QUOTE(daganev @ Apr 13 2006, 02:48 PM) 278912

Why do a percentage and not just straight numbers?

you lose 1 million xp when you die, period.

Because a straight number might be 20 levels lost for a level 40, and a fraction of a percent for a level 98...
Daganev2006-04-13 18:53:52
ahh, that would be a problem them, didn't realize the numbers were so low on the low level side.

I would imagine that at level 98, if your at 98.49 and you got dropped to 98.40, you wouldn't see the loss of xp but you would really -feel- it.
Unknown2006-04-13 19:24:31
QUOTE(Xenthos @ Apr 13 2006, 06:10 PM) 278865

Transmigrate is already being changed to not work in enemy territory a certain percentage of the time (50%, I think, though it was never officially agreed upon). As for why it doesn't work, it's not that difficult to come up with a reason... a simple hackneyed one would be that your magics can't overcome the hostility of the area towards you, as you're not stronger than a Nexus / organization / Nature / whatever is controlling that area. I'm sure there are plenty of other possibilities that would even make more sense.

Edit: Does your objection cover more than just the roleplay aspect of "why it wouldn't work," by the way? We've already seen that the admin are more than capable of explaining these changes ICly. If you do, I'd love to hear it, because I'm trying to balance the overall idea (as you can see, I already took some objections and made some changes).
  • I don't like the Transmigrate idea as well.
  • Combat in enemy territory is pretty much where those skills get used the most.
  • Artificial numbers made up just for enemy territory. In my opinion, praying loss overall should get adjusted so there's less dissonance between low level characters and high level ones. Let's say that general exp loss would be scaled in a similar way (with higher values) and then, for your idea, some percentage of that in enemy territory.
  • And overall, I think there should be some general adjustment of the system, including how death is being handled.