Death

by Morgfyre

Back to Common Grounds.

Faymar2008-02-13 00:56:46
Don't remove XP loss. Getting to Demi should be a hard thing to achieve. That's why it feels so rewarding. Maybe make conglut a lower skill in Planar, so people who cannot afford to trans it wouldn't lose too much while defending/raiding.
Callia2008-02-13 00:58:27
I don't like this idea at all. It does seem a little to wow like, plus it makes defense less likely because you'll be sitting around doing nothing for the next thirty minutes. Not to mention the random gankings would bother people more because they could not go back to doing what they were prw bank.

I'd also like to point out the thinly veiled lich comments. I don't like lich much but I have taken to using it because I like seeing people go out of there way to make me prey knowing full well had I vitaed they would not care. Also, after watching the trueheal abuses recently I so totally understand why trueheal sucks compared to lich /sarcasm

Xenthos2008-02-13 00:58:45
QUOTE(Faymar @ Feb 12 2008, 07:56 PM) 485944
Don't remove XP loss. Getting to Demi should be a hard thing to achieve. That's why it feels so rewarding. Maybe make conglut a lower skill in Planar, so people who cannot afford to trans it wouldn't lose too much while defending/raiding.

Um, it'll still be pretty darned hard even with experience loss. It's not like I've suddenly gained 20 levels with Rebirth.

I think I'm up four levels since the skill was introduced.

That right there shows that achieving Demigod is still something that would be "rewarding." You have to work for it, either way.
Unknown2008-02-13 01:21:09
Disagree with the proposed change; I just see no need for it whatsoever. Do you know why conflict in Lusternia is discouraging to new players? It's not the (non-existent) experience loss - it's the ridiculous costs. Lusternia really needs to merge a few skills together (or convert to mini-skills), but... that's an issue for another thread!

Do not remove just experience-loss-immunity abilities; remove all abilities that prevent any kind of experience-loss upon death. Conglutination, Vitae, and Immolation are plenty!
Richter2008-02-13 01:46:19
QUOTE(daganev @ Feb 12 2008, 03:42 PM) 485914
I was bashing the other day, trying to get back to level 80. I then died for a while and ended up losing a lot of experience points.

I bashed for 3 days straight, and still didn't make up that death. Its made logging in quite difficult for me. A change like this would have really save me a lot of frustration, and I love it.


I agree here.

However, I think that the skill and stat penalty should stack, and the time to regain would be less. For example (numbers are just for show, not what I think it should be):
1 death - 10% skill loss, -1 to all stats, 30 minutes
2 deaths - 20% skill loss, -2 to all stats, 15 extra minutes, then reverts to previous level
3 deaths - 30% skill loss, -3 to all stats, 7.5 extra minutes, then reverts to previous level

And so on.
Shiri2008-02-13 01:47:42
All these "then everyone would be demigod" arguments are pretty bad, as Xenthos et al. have already pointed out.

That said, I have mixed feelings on the idea itself. Amongst other things, what that means is that if you're in a raid or raid defence, you only get one chance to fight. Losing skills is -hugely- crippling. If someone did that to me, for example, suddenly none of my kata forms would work since I don't have the ka. Giving the option would be another matter, though.

I also think, Morgfyre, that you didn't completely understand why newer players are turned off from getting involved in conflict. One is the experience loss, yes, but one is the fact that if they try, they have people like Thoros hunting them down while they bash all the time.

So basically, I can see what you're trying to do but you might want something else. The first thing that needs to happen is that experience loss needs to be somehow equalised. Either make all players lose no experience ever (darkrebirth), make players lose less experience 90% of the time (soul resurgem) or make all players always lose heavy experience (conglut/vitae only.)
Daganev2008-02-13 01:51:03
I think this suggestion would make death matter more, not less. However, it won't matter to RL hours for people who play.

Honestly, the amount of time that is required to bash is really hindering for people with full time jobs.
Diamondais2008-02-13 01:53:31
QUOTE(daganev @ Feb 12 2008, 08:51 PM) 485965
I think this suggestion would make death matter more, not less. However, it won't matter to RL hours for people who play.

Honestly, the amount of time that is required to bash is really hindering for people with full time jobs.

Or those who don't have a lot of time to play for other reasons.
Daganev2008-02-13 01:59:35
QUOTE
So basically, I can see what you're trying to do but you might want something else. The first thing that needs to happen is that experience loss needs to be somehow equalised. Either make all players lose no experience ever (darkrebirth), make players lose less experience 90% of the time (soul resurgem) or make all players always lose heavy experience (conglut/vitae only.)
Sorry, missed this paragraph. The original suggestion would do just that. It would equalize xp loss to everybody. Skills like Vitae and Lich and Conglut would affect the amount of time someone experiences the Death Affliction instead.

QUOTE(diamondais @ Feb 12 2008, 05:53 PM) 485967

Or those who don't have a lot of time to play for other reasons.


Good point smile.gif
Rakor2008-02-13 02:19:00
Seems to me like it would make the game more fun. Not losing time spent mindlessly bashing... yeah, nice. I remember saying something about this at least a year ago and the general opinion seemed to be about the same then too.
Forren2008-02-13 02:24:18
QUOTE(Rakor @ Feb 12 2008, 09:19 PM) 485984
Seems to me like it would make the game more fun. Not losing time spent mindlessly bashing... yeah, nice. I remember saying something about this at least a year ago and the general opinion seemed to be about the same then too.

Death illness seems to me a lot like Psionic Burnout, something I am well accustomed to. With burnout, you effectively can't bash. You have to wait around for 45 minutes to pass (less if you have the burnout reduction artifact) until it goes away, else you run a 95% chance of dying without forcefield. If stats and abilities like *gasp* planar are reduced, you run the same risk. I'd rather take the .5% xp loss, which only wastes ten minutes of my time, rather than sit around at increased risk of death (and not bash) for a longer period.
Xavius2008-02-13 02:29:14
QUOTE(Forren @ Feb 12 2008, 08:24 PM) 485988
Death illness seems to me a lot like Psionic Burnout, something I am well accustomed to. With burnout, you effectively can't bash. You have to wait around for 45 minutes to pass (less if you have the burnout reduction artifact) until it goes away, else you run a 95% chance of dying without forcefield. If stats and abilities like *gasp* planar are reduced, you run the same risk. I'd rather take the .5% xp loss, which only wastes ten minutes of my time, rather than sit around at increased risk of death (and not bash) for a longer period.


If you can't bash, you can't PK, and that's why I like the idea so much. I don't care about causing long term harm to people. That's griefy. I love that killing a raider or a defender means that the battle actually shifts. There's more to the game than bashing. People shouldn't be bored just because they can't bash. Heck, most sane people think bashing is boring and play the game for other things. Besides, if you're defending, you shouldn't be down long.
Forren2008-02-13 02:30:48
QUOTE(Xavius @ Feb 12 2008, 09:29 PM) 485996
If you can't bash, you can't PK, and that's why I like the idea so much. I don't care about causing long term harm to people. That's griefy. I love that killing a raider or a defender means that the battle actually shifts. There's more to the game than bashing. People shouldn't be bored just because they can't bash. Heck, most sane people think bashing is boring and play the game for other things. Besides, if you're defending, you shouldn't be down long.

So you're saying if I kill six defenders, they conglut, and come back up to Nil to defend, they should be unable to?

The entire death illness thing makes death more of a morale blow than it currently is. Morale blows hurt much more than the current XP loss.
Xavius2008-02-13 02:32:17
QUOTE(Forren @ Feb 12 2008, 08:30 PM) 485997
So you're saying if I kill six defenders, they conglut, and come back up to Nil to defend, they should be unable to?

The entire death illness thing makes death more of a morale blow than it currently is. Morale blows hurt much more than the current XP loss.


Yeah, if you kill six defenders and they come back up, you should be dealing with six highly nerfed defenders for the next 10-15 minutes while you go kill a Demon Lord.
Dysolis2008-02-13 02:49:49
There is no real answer here, both sides will be unhappy, little to no exp loss (with stipulations) , or to much exp loss. Either leave it as a reduced cost , the game already has many ways to escape combat. Melds, tarot, there are probably some others that I can't quite think of right now. Instead of having it to evolve with experience at all, make it by pure karma. The same basic idea, a given affliction that will lower your karma at an increased rate, thus then at a certain percentage you will be peaced. (how this would work with the avenger I don't know) If you have good karma it will be removed, thus making influencing come into play and using the esteem for instant karma gain.
Xavius2008-02-13 02:52:48
Someone translate that into English.
Shiri2008-02-13 02:53:50
He wants an affliction that makes you lose your karma, and then Avechna-peaces you.
Unknown2008-02-13 02:54:51
i voted no because i think it would lead to even more lol ganking
Dysolis2008-02-13 02:55:14
yeah, edit: (lots of karma loss for reduced or no exp loss). I might be rambling ,but was worth a shot. This game isn't about peacing though, so I doubt it'll fly.
Unknown2008-02-13 03:58:12
If we're going to implement this, but it shouldn't mess with Planar, hell, probably not skills in general. I'd be down with repeated stat losses and maybe even eq/balance reductions after x more deaths within x amount of time. This should all probably happen only in enemy territory/ non neutral areas, however.

I agree with the standardization of exp loss more than removing exp loss altogether, however.