Death

by Elryn

Back to Ideas.

Elryn2005-01-02 05:04:38
QUOTE(Archthron @ Jan 2 2005, 02:51 PM)
That problem I see happening, is that once a person sort of levels off their experience gain, that is gains as much experience as they lose, this idea would completely negate the experience advantages and disadvantages.  So, when a human dies, then regains the lost experience, it would take exactly as long as if they were any other race.  That's just not fair for them.
24079


It would take an equal amount of effort to regain the spot they were at, that is true... but afterwards the experience difference kicks in just as before, and the human will level much, much faster than the other.

If the advantage of experience gain is intended to include greatly reduced harm from death, I suggest it should be given much more sparingly, as well as the experience disadvantage, because it is worth a great, great deal. In fact, I would then think that some of the races with level 2/3 disadvantages should have many more benefits to outweigh it.
Unknown2005-01-02 05:39:16
It would be a non-trivial change that would affect different races differently. The races with level 2 or 3 disadvantages have them to balance out other racial benefits.
Yuniko2005-01-02 06:07:10
QUOTE(Elryn @ Jan 2 2005, 12:04 AM)
It would take an equal amount of effort to regain the spot they were at, that is true...  but afterwards the experience difference kicks in just as before, and the human will level much, much faster than the other.

If the advantage of experience gain is intended to include greatly reduced harm from death, I suggest it should be given much more sparingly, as well as the experience disadvantage, because it is worth a great, great deal.  In fact, I would then think that some of the races with level 2/3 disadvantages should have many more benefits to outweigh it.
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Whether they can gain exp quicker than others or not, it slaughters the idea, then the disadvantage of having a negative exp gain and dieing is the same as if there weren't one. Humans would lose more, and still gain it, but then the idea of just getting extra experience per mob wouldn't matter much. They would be losing about nearly a level per death or more...

Lusternia's mobs need to give more experience, or death tolls should take less experience. Compaired to Imperian Aetolia and Achaea, Lusternia is the hardest to level in. Not because skills, or class, but because of the exp the mobs give is extremely small. A goat at level 60 gives perhaps 2 goats per percent, not only does it take a while to kill, they hit hard if you don't have good defenses.
Elryn2005-01-02 07:19:22
QUOTE(Yuniko @ Jan 2 2005, 04:07 PM)
Whether they can gain exp quicker than others or not, it slaughters the idea, then the disadvantage of having a negative exp gain and dieing is the same as if there weren't one. Humans would lose more, and still gain it, but then the idea of just getting extra experience per mob wouldn't matter much. They would be losing about nearly a level per death or more...
24083


I'm not sure I understand what you are saying here.

Again, I have always interpreted 'gain experience more slowly' to mean that in the process of gathering experience, you do exactly that, you gain it more slowly.

It says nothing about how much you lose for a death, or why humans should escape death much lighter (in an ooc sense) than anyone else. They are still able to reach very high levels much much faster than anyone else.

I did just think of a problem, and that is that you must kill a slow experience gathering race slightly more often if your intent is to make them hurt by losing levels... but then this is hardly supposed to be the reason you kill someone. In fact, as I said before, at the moment killing is slightly unbalanced because non-disadvanted races can regain them easily, hence it is much more of a punishment for the player.
Shiri2005-01-02 11:39:03
QUOTE
Again, I have always interpreted 'gain experience more slowly' to mean that in the process of gathering experience, you do exactly that, you gain it more slowly.

It says nothing about how much you lose for a death, or why humans should escape death much lighter (in an ooc sense) than anyone else. They are still able to reach very high levels much much faster than anyone else.


I'm not sure how you think that these are different issues. When you lose experience, you're meant to take longer gaining it again. Death isn't just a bump in the road for experience gain, it's a setback that you have to work to earn back.

It's a "big picture" thing. Deaths are PART of the experience gaining process (well, opposite to it, but you get the picture), not completely seperate.
Elryn2005-01-02 12:42:29
I know what you mean about the 'big picture', but I'm looking at it from the point of view of a player's approach to a fairly dangerous world. Death (and repeated death) seems to be quite frequent, and is not always under the control of the player, unlike levelling.

I feel that to avoid discouragement when things don't go well for your organization, it might be nice to know that even if you chose a race that is slow to learn, for whatever reason, you are still only losing a constant amount of effort. I dread to think what a death must mean to a Tae'dae, though at least they are fairly tough.

Oh well, it was just a thought. It seems that most disagree with me, so back to the drawing board I go. tongue.gif

Shiri2005-01-02 12:52:31
I agree with you that death is very harsh here. However, your change would NOT help matters in quite the way you think, seeing as it would unbalance tae'dae etc. while practically nullifying a human's advantage. Really, the thing you should be more working towards is a lowering of an experience loss to praying across the board, not favouring the slower-learning races.
Elryn2005-01-02 12:57:29
Wait, I wasn't saying death was harsh, I was saying it was common. My concern was in relative balance, not overall exactly how much experience is lost. wink.gif
Shiri2005-01-02 12:59:49
*squint* Surely by making favourites of the slower races and helping to decrease their racial disadvantage you're actually LOWERING general balance.
Elryn2005-01-02 13:18:30
Eh, I don't really mind if in general things are increased. (I won't be happy, mind you, but it just means everyone treats death more cautiously. wink.gif) I really just want it equal. I don't like that death means a lot more work to some characters than others... active guild skills that can prevent it are one thing, a passive resistance is quite another. As I said though, I've been outvoted. blush.gif
Shiri2005-01-02 13:22:32
If you change that, the races are going to need completely different disadvantages (advantages for humans), that's all. Because it'd really next-to-negate the whole experience advantages/disadvantages.
Elryn2005-01-30 03:47:05
(Shamelessly bumped because it seems to have become a problem again.)

I would appreciate the comment of a Divine, if they are willing, to show the admin's view on this issue. I know the general experience loss was recently decreased across the board, but is it intentional that races with a slower xp gain should lose far more on a death?