Kiradawea2011-09-18 18:32:03
Exploring poorly? You mean glancing into every room before you enter it? Not even that'll help you all the time as poor luck can pull in two fishers who break your legs and kill you dead instantly. Nor can you always avoid death in PvE, especially against high level beasts with a special "crit" attack, where two in a row can kill you and sip balance is slower than their attack balance, which is true for most mobs.
Hazar2011-09-18 18:43:58
Yes, that's part of what I mean. Glance, observe - and learning how an area works so you don't need to do that anymore. And yes, you'll never completely eliminate risk.
Unknown2011-09-18 19:04:41
What Veyda is trying to say is, if you can't survive somewhere, don't go there.
Raezon2011-09-18 19:15:25
I'll make two comments.
First, there are certainly areas that you shouldn't be exploring if you can't survive with a relative degree of safety (like the undervault). Areas are designed with a level range in mind, and if you wander into areas built for higher level characters, you're likely to die. This is necessary, because there must be places for people of any level in the game to experience some danger, otherwise everything becomes pretty bland as you go higher in level. Most orgs have a summary somewhere of basic areas you should stick to at lower level, I think. If yours doesn't, you can ask around for advice.
Second, since Lusternia's start, we have really lessened the costs of death greatly. Other means to save yourself from death or resurrect yourself, alone or with the help of another, have become very prevalent in recent years, as well as optional experience gaining methods like aetherspace.
First, there are certainly areas that you shouldn't be exploring if you can't survive with a relative degree of safety (like the undervault). Areas are designed with a level range in mind, and if you wander into areas built for higher level characters, you're likely to die. This is necessary, because there must be places for people of any level in the game to experience some danger, otherwise everything becomes pretty bland as you go higher in level. Most orgs have a summary somewhere of basic areas you should stick to at lower level, I think. If yours doesn't, you can ask around for advice.
Second, since Lusternia's start, we have really lessened the costs of death greatly. Other means to save yourself from death or resurrect yourself, alone or with the help of another, have become very prevalent in recent years, as well as optional experience gaining methods like aetherspace.
Kiradawea2011-09-18 19:44:14
And yet, being able to explore the undervault isn't determined by level, but by not being a low con race and having vitality or reflection available.
Rivius2011-09-18 19:44:17
Honestly, the smartest thing to do is try to keep to safe areas on prime when you know its off peak. You might get lucky some times and get resurrected by people who are always on the ball, but 9 am on a Sunday? Just be careful at certain times of the day and leave your crazy shenanigans for when there's enough people to bring you back.
I don't really think changing the XP loss on prime is too excellent, since it means declaring someone and then dying is no longer something you have to carefully consider. It takes away that little element of prime conflict. It also becomes a little harder to justify the current Avenger behaviour if you did that.
Also: vitae.
Also: squint before you leap.
Also: stag sprint is amazing for getting past clots that aren't in corners or dead ends.
I don't really think changing the XP loss on prime is too excellent, since it means declaring someone and then dying is no longer something you have to carefully consider. It takes away that little element of prime conflict. It also becomes a little harder to justify the current Avenger behaviour if you did that.
Also: vitae.
Also: squint before you leap.
Also: stag sprint is amazing for getting past clots that aren't in corners or dead ends.
Calixa2011-09-18 19:45:37
I learned the hard way to always have lich seed up. I'm pretty thankful to be in Magnagora because it sounds so damn easy and convenient when compared to DarkRebirth. It's why Necromancy was my first transed skill. I don't want to think of what a death at 93 is like without seed and I'm sure that's nothing compared to titan / demi.
Perhaps it would be a good idea to pull all org skills more inline, as the account given of DarkRebirth seems way more of a hassle than lich seed. And no that doesn't mean nerf the latter, dammit
PS: Is that my experience script you're using? >_>
Perhaps it would be a good idea to pull all org skills more inline, as the account given of DarkRebirth seems way more of a hassle than lich seed. And no that doesn't mean nerf the latter, dammit
PS: Is that my experience script you're using? >_>
Seraku2011-09-18 20:19:02
Also, thank goodness for exp loss on deaths. If we didn't have that then think of all the people that'd die to gravediggers without learning from it?
Neos2011-09-18 20:55:43
QUOTE (Seraku @ Sep 18 2011, 04:19 PM) <{POST_SNAPBACK}>
Also, thank goodness for exp loss on deaths. If we didn't have that then think of all the people that'd die to gravediggers without learning from it?
I made a server side alias just to yell for help whenever I somehow ended up at gravediggers.
Rathan2011-09-18 21:23:35
QUOTE (Raezon @ Sep 18 2011, 03:15 PM) <{POST_SNAPBACK}>
First, there are certainly areas that you shouldn't be exploring if you can't survive with a relative degree of safety (like the undervault). Areas are designed with a level range in mind, and if you wander into areas built for higher level characters, you're likely to die. This is necessary, because there must be places for people of any level in the game to experience some danger, otherwise everything becomes pretty bland as you go higher in level. Most orgs have a summary somewhere of basic areas you should stick to at lower level, I think. If yours doesn't, you can ask around for advice.
This would be a good argument for me, as I understand the need for places that are just hard...
BUT
I have a major problem with it; There are no glowing neon signs saying "Now leaving that lvl 20 area you were just in, now entering the lvl 90+ area built off of it". There are places even on Basin-level Prime that are aggressive monster deathtraps to anyone without the combination of both a high level and a high con score. Saying, 'but your org should have posted a list of what areas you're allowed to visit' isn't sufficient simply because, unless in addition to glancing every room you're also checking SURVEY compulsively, you simply might not know when you ducked out of the quaint little orphanage on Mt. Dio and into the pit of hungry soul-sucking demonghosts which lies adjacent.
Additionally, you are either placing the responsibility on each organization to create and maintain a comprehensive list of areas one can and cannot visit safely, or largely devaluing the worth of area building by promoting a mentality of "if it's not on the list, I'm not stepping foot in it." One of my favorite aspects of text MUDs is getting to uncover the rich backstory and hidden morsels of history imbued into each area, and because of that I think it would be a real shame if this is the direction the game wants to go, rather than giving death only a token experience loss (don't forget, you also lose 10 power plus whatever is needed to re-raise defences every time you die, so death never becomes completely meaningless).
If you are worried about the PvP ramifications of such a change, it is an easy thing to counterbalance. Dying to someone you have declared could carry the same penalty as dying in enemy territory, and in this way the consequences wouldn't even be dependant on the defender quickly finding a way to destroy the corpse.
And Calixa: Sorry, it's a script I wrote myself, using the table of "true" xp values for each level I found on one of the threads here (which I'm now beginning to think is inaccurate). It does gagged checks of SCORE whenever you perform an action that typically results in gaining/losing xp (killing something, influencing, dying, getting shattered...), and suffixes the prompt with any changes similarly to how some people echo gains/losses in health.
Everiine2011-09-18 21:25:29
I cannot see the point of this argument. Praying death has been nerfed severely and more than once. Experience gain has been buffed. If one can't keep up with deaths, even Praying deaths, one is not doing... anything.
Kiradawea2011-09-18 21:40:15
You don't lose power on prayer death. You lose power on vitaeing to prevent you from using vitae immediately afterwards and from congluting. If you just die, you don't lose accessible power. Nor are there any areas that lead directly from happy-sunshiny-rabbit-place to horrible-instant-death-radius. At least, all the locations I can think of are either close to one another in danger, or require you to step onto the road or mountain first.
That being said. The problem isn't making the experience back quicker than you lose it. The problem is that when you do end up having to pray, it hurts a stupidly large amount compared to the various death mitigation skills.
That being said. The problem isn't making the experience back quicker than you lose it. The problem is that when you do end up having to pray, it hurts a stupidly large amount compared to the various death mitigation skills.
Revan2011-09-18 21:56:49
Heh, the OP is going to have the best time ever bashing through Titan. Revan sees this in the OP's future and is pleased
Everiine2011-09-18 22:07:08
QUOTE (Kiradawea @ Sep 18 2011, 05:40 PM) <{POST_SNAPBACK}>
The problem is that when you do end up having to pray, it hurts a stupidly large amount compared to the various death mitigation skills.
I disagree. Years ago, dying and Praying for Salvation hurt REALLY bad. Now, it's an inconvenience at worst.
Calixa2011-09-18 23:19:46
QUOTE (Rathan @ Sep 18 2011, 11:23 PM) <{POST_SNAPBACK}>
*snip*
And Calixa: Sorry, it's a script I wrote myself, using the table of "true" xp values for each level I found on one of the threads here (which I'm now beginning to think is inaccurate). It does gagged checks of SCORE whenever you perform an action that typically results in gaining/losing xp (killing something, influencing, dying, getting shattered...), and suffixes the prompt with any changes similarly to how some people echo gains/losses in health.
And Calixa: Sorry, it's a script I wrote myself, using the table of "true" xp values for each level I found on one of the threads here (which I'm now beginning to think is inaccurate). It does gagged checks of SCORE whenever you perform an action that typically results in gaining/losing xp (killing something, influencing, dying, getting shattered...), and suffixes the prompt with any changes similarly to how some people echo gains/losses in health.
Yeah, that table is not correct, I have it in a % till Demi script and it just doesn't quite work out. Mine works off of recording the change between the last and current kill over an average of 10 kills, and starts to work on the second kill. It also tracks time and more. Mudlet plugin thread, if interested, it just needs some final fixes when I get around to them.
As for your point on areas, I do think it would be kinda nice if the game was made a bit friendlier to players and for example would show in survey what the recommended circles are. Granted, it could be seen as immersion breaking, but eh, we got bodyscan and I absolutely love that and would never ever want to go without again.
Kiradawea2011-09-18 23:28:38
QUOTE (Everiine @ Sep 19 2011, 12:07 AM) <{POST_SNAPBACK}>
I disagree. Years ago, dying and Praying for Salvation hurt REALLY bad. Now, it's an inconvenience at worst.
Losing hours worth of regular bashing is not an inconvenience.
Enyalida2011-09-18 23:31:47
I agree, praying for death is too costly in addition to the other effects for certain ranges of people. Far prefered solution: Change the amount, to an appropriate level.
Unknown2011-09-18 23:33:01
I agree, phoenixing should not be instant and should take more time away before the demigod gets back in the fray.
Unknown2011-09-18 23:44:45
QUOTE (Kiradawea @ Sep 19 2011, 12:28 AM) <{POST_SNAPBACK}>
Losing hours worth of regular bashing is not an inconvenience.
Agreed.
Everiine2011-09-19 00:35:33
QUOTE (Enyalida @ Sep 18 2011, 07:31 PM) <{POST_SNAPBACK}>
I agree, praying for death is too costly in addition to the other effects for certain ranges of people. Far prefered solution: Change the amount, to an appropriate level.
To what? As Raezon said, Praying death XP loss has been SEVERELY nerfed over the past few years. It is supposed to be more expensive, considering that there are MANY more ways to avoid it than there used to be.