Respawn penaelty
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Respawn penaelty
By level 20 getting killed in PvE and respawning effectively puts character out of business for 1 hour (and 12 minutes). By 30 this is apparently 2 hours.
Given the debuff, the only option to do after that is logging off or roleplaying hangover (for an hour). This starts being a problem when only short window is available for playtime.
While I understand the intention behind those mechanics, by now it feels like there's something off about this approach, and maybe something else could be done instead.
Given the debuff, the only option to do after that is logging off or roleplaying hangover (for an hour). This starts being a problem when only short window is available for playtime.
While I understand the intention behind those mechanics, by now it feels like there's something off about this approach, and maybe something else could be done instead.
Another forum ban, here we go again.
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Re: Respawn penaelty
Eventually in a computer game, there's only one thing you can punish and that is the only factor pretty much that there is - time invested in the game. Before the current penalties, there were other ones, and before them it was a MASSIVE exp drop but no penalties at all (but it would set you back by a LOT of exp. like 4-6k in epics. if you respawn). This subject comes up every now and then and maybe for a good reason, but the state of things is a result of years of trial and error who brought us here.
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Re: Respawn penaelty
Yeah, and not only did it cost that much to respawn/die in PvE but XP was worth loads more then too, without writs/adventure XP, 4-6k could be literally one-two weeks of regular play if you weren't circle grinding.AstralUniverse wrote: Fri Apr 17, 2020 8:45 pm Eventually in a computer game, there's only one thing you can punish and that is the only factor pretty much that there is - time invested in the game. Before the current penalties, there were other ones, and before them it was a MASSIVE exp drop but no penalties at all (but it would set you back by a LOT of exp. like 4-6k in epics. if you respawn). This subject comes up every now and then and maybe for a good reason, but the state of things is a result of years of trial and error who brought us here.
These days death is almost sadly trivial imo - I've literally caught myself thinking 'dying and respawning home here would be easier than travelling back'. Obviously wouldn't do it, but still - I have died in dungeons after completing writs and respawned thinking 'ah, that's kinda annoying but I get my writ XP/gold, and all the drops still well worth it' and that sits badly with me. I feel like I have to very artificially impose death mattering on my characters because mechanically you can go on an outing, die, and come out substantially net positive in both money and XP.
For me the happy medium is somewhere in the middle, of course - death viscerally mattered in the old times which had a positive impact on roleplay, but it also sucked to die and could suck your enthusiasm to play out for a day or two. But yeah, just to contextualise how gentle it really is nowadays - you can roleplay recovery or around town or functionally for the time to recover and have your XP back already.
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Re: Respawn penaelty
In order for death to matter mark of despair/destiny is a good option. Unfortuantley, now in order to get it you have to catch DM and that seems to be nearly impossible.Cataclysm of Iron wrote: Fri Apr 17, 2020 8:53 pmYeah, and not only did it cost that much to respawn/die in PvE but XP was worth loads more then too, without writs/adventure XP, 4-6k could be literally one-two weeks of regular play if you weren't circle grinding.AstralUniverse wrote: Fri Apr 17, 2020 8:45 pm Eventually in a computer game, there's only one thing you can punish and that is the only factor pretty much that there is - time invested in the game. Before the current penalties, there were other ones, and before them it was a MASSIVE exp drop but no penalties at all (but it would set you back by a LOT of exp. like 4-6k in epics. if you respawn). This subject comes up every now and then and maybe for a good reason, but the state of things is a result of years of trial and error who brought us here.
These days death is almost sadly trivial imo - I've literally caught myself thinking 'dying and respawning home here would be easier than travelling back'. Obviously wouldn't do it, but still - I have died in dungeons after completing writs and respawned thinking 'ah, that's kinda annoying but I get my writ XP/gold, and all the drops still well worth it' and that sits badly with me. I feel like I have to very artificially impose death mattering on my characters because mechanically you can go on an outing, die, and come out substantially net positive in both money and XP.
For me the happy medium is somewhere in the middle, of course - death viscerally mattered in the old times which had a positive impact on roleplay, but it also sucked to die and could suck your enthusiasm to play out for a day or two. But yeah, just to contextualise how gentle it really is nowadays - you can roleplay recovery or around town or functionally for the time to recover and have your XP back already.
I would likely prefer MoD over forced waiting, though. Because MoD makes a story, while waiting for debuff to wear off wastes time and provides no narrative.
Irongorn some time ago advertised new server made by Mithreas and they have an interesting thing there - MoD is granted to everybody, but only non-arena pvp deaths count.
Another forum ban, here we go again.
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Re: Respawn penaelty
Time out is much less tilting than lost progress. The vast majority of my deaths are to stupid things. Lag. Unrendered monsters. Server crashing and being dropped back in the middle of the dungeon with no buffs active and my spell depleted.
Getting punished for that crap makes me rage out, but a time out for a smoke and lunch is w/e.
Getting punished for that crap makes me rage out, but a time out for a smoke and lunch is w/e.
Re: Respawn penaelty
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