Experience loss

by Shorlen

Back to Ideas.

Shorlen2006-02-13 14:56:10
I do not like the current system of experience loss. It seems, to me, that experience loss for praying is rather excessive, but for 281 credits, anyone can buy an artifact that reduces experience loss by 90%. I think this is completely and totally lame.gif and, though I know that Lusternia is a business and this is a wonderful way to get people to purchase credits by giving them such a massive advantage for doing so, I really do not think it is balanced or fair.

The way it works really is that the higher level, more experienced players who have been around for longer and thus are in theory better at the game lose next to nothing from death, whereas the newbies and more casual players lose a very large amount.

I would much perfer it if experience loss from conglutination (and maybe other forms of resurrection) was doubled, and experience loss from praying was cut down by 30-40%. Conglutination should, in my opinion, reduce the loss by 10-50%, not the 90% it seems to me to be.

Thoughts? Hate mail? Send them this way.
Unknown2006-02-13 14:58:42
I'd prefer to remove experience loss and have another system of consequence if you were to die. I've never been able to think of something I quite like though.
Murphy2006-02-13 15:01:46
how about we totally remove the whole XP loss thing, and replace it with something else totally?

To me the notion of losing XP when you die is silly, why would my life's experiences, or my knowledge gained from killing beats be reduces each time i am ressurected from death? I believe there should be something different.
Unknown2006-02-13 15:07:25
QUOTE(Quidgyboo @ Feb 13 2006, 02:58 PM) 257660

I'd prefer to remove experience loss and have another system of consequence if you were to die. I've never been able to think of something I quite like though.

Heh, likewise.

I'd like conglutination/vitae experience loss doubled. No more than that though. Praying should also decrease in loss by about 20% of what it is now (a percentage of the raw loss, not as in 20% experience). Transmigration particularly (and -maybe- Lich) should have some slight loss, even if it is next to insignificant.

Other than that, things are fine. It's only the disparity between praying/congluting that need be reduced. Not the actual cost of death increased across the board.

Edit: I think that way... conglutinating at my level would be worth about 5%... which is just over clearing 5 astral spheres. Annoying, but hardly a problem.
Unknown2006-02-13 15:19:25
Oh, while we're on the topic of losing experience... is there a good reason why the amount you lose when you die is not dependent on the level of the person who kills you?
Murphy2006-02-13 15:32:40
QUOTE(Avaer @ Feb 14 2006, 01:19 AM) 257668

Oh, while we're on the topic of losing experience... is there a good reason why the amount you lose when you die is not dependent on the level of the person who kills you?


Well, because after lvl 70, levels don't matter much in pvp.

A lvl 70 Daevos should be able to kill as efficiently as a lvl 95 Daevos 1v1 so why should your opponents lvl mean anything?
Unknown2006-02-13 15:38:26
QUOTE(Murphy @ Feb 13 2006, 03:32 PM) 257670

Well, because after lvl 70, levels don't matter much in pvp.

A lvl 70 Daevos should be able to kill as efficiently as a lvl 95 Daevos 1v1 so why should your opponents lvl mean anything?

Well, isn't there a difference in how much experience you get for killing a lvl 70 Daevos compared to a lvl 95 Daevos?
Unknown2006-02-13 17:11:56
Yeah, let's just remove the experience and put everyone automatically at level 70-85 (or something). People would only bash for gold & karma, bye bye levels. You would get the ability to not eat/sleep after getting a surge of power from your city's nexus (by the leader's discretion), same for Titan/Demigod.

Hey... that actually might work, ya know?
Ialie2006-02-13 17:38:37
QUOTE(Cuber @ Feb 13 2006, 12:11 PM) 257683

Yeah, let's just remove the experience and put everyone automatically at level 70-85 (or something). People would only bash for gold & karma, bye bye levels. You would get the ability to not eat/sleep after getting a surge of power from your city's nexus (by the leader's discretion), same for Titan/Demigod.

Hey... that actually might work, ya know?



Lets not and say we did.
Shamarah2006-02-13 18:16:09
QUOTE(Cuber @ Feb 13 2006, 12:11 PM) 257683

Yeah, let's just remove the experience and put everyone automatically at level 70-85 (or something). People would only bash for gold & karma, bye bye levels. You would get the ability to not eat/sleep after getting a surge of power from your city's nexus (by the leader's discretion), same for Titan/Demigod.

Hey... that actually might work, ya know?


spoton.gif

Shame it's not like that'd ever happen.
Richter2006-02-13 18:35:18
QUOTE(Quidgyboo @ Feb 13 2006, 06:58 AM) 257660

I'd prefer to remove experience loss and have another system of consequence if you were to die. I've never been able to think of something I quite like though.


Agreed, I never understood why you lose exp when you die. I think IRE games are actually the only games where I get weaker when I come back to life. Does it make sense that all my training can be nullified by deaths? In a real world, sure, but then again in the real world, you only die once.
Soll2006-02-13 18:38:56
So then offer ideas that'll make Lusternia the most unique IRE game. biggrin.gif Perhaps, if it's an acceptable idea, and fits within Lusternia, it'll be built in. spoton.gif
Aiakon2006-02-13 19:17:17
QUOTE(Shorlen @ Feb 13 2006, 02:56 PM) 257658

I do not like the current system of experience loss. It seems, to me, that experience loss for praying is rather excessive, but for 281 credits, anyone can buy an artifact that reduces experience loss by 90%. I think this is completely and totally lame.gif and, though I know that Lusternia is a business and this is a wonderful way to get people to purchase credits by giving them such a massive advantage for doing so, I really do not think it is balanced or fair.


You -can- get trans planar without creds...
Daganev2006-02-13 19:20:57
How about... Every time you die, you get a random Karma Curse? And you have to go and Remove the curse as if another player with 0 suspects cast it on you.

Then, you LOSE XP whenever you die to a Mob or lose an Infuence battle with a Mob.

edit: Better yet, may when you die you just get a Harmony Curse.. so we can keep it all XP related.
Narsrim2006-02-13 19:22:32
Hey now, I can keep 4 blessing with 100% karma so it sounds tempting, but I'm thinking it wouldn't be so fair to most.
Sekreh2006-02-13 19:27:44
Heh, or we could impliment permadeath. If you bought credits, they'd go to a pool and you could use them on your new character. All artifacts instantly traded in.

Would do wonders for the amount of conflict.
Daganev2006-02-13 19:29:35
I've always liked Permadeath.

I've always liked Permadeath. Nothing is cooler than a Political Assasination done by a person who sacrifices thier own life doing so.

Although you would need to limit the amount of lessons you can learn per IC year to make it really interesting.
Shamarah2006-02-13 19:38:21
Permadeath is great for RPIs... not so much for MUDs that feature the fighting system as one of the game's most important aspects.
Unknown2006-02-13 19:40:55
I don't know why nobody notices creds range from 2500 (commune and city usually)to 4000 gold a peice. If you push, you can make 50k in at least six hours of bashing a day, if not more. Do the math. Might take longer, but you can trans skills just as well as someone who sheds from their paycheck.

I heard Aesyra never bought a single credit with IRL cash, though the first 500 or so she bought was mostly due to 'old astral', back when beasties were easier. Sommat.

Regardless, it's not impossible.
Narsrim2006-02-13 19:44:31
First 500? Aesyra got omni trans on old astral smile.gif