Lorkas wrote: They were already really quite low in my opinion.
I hate death and the XP penalty, but I'd almost be in favor of increasing the penalty from the previous. Make death a biger deal.
The only downside is it discourages pvp, and will lead to hurt feelings about bashing. Perhaps pvp deaths don't make you lose as much XP?
DM Void wrote: Don't be a salty idiot and everything will be fine.
Fact is, we can talk about the playerbase being more mature until the cows come home, but the vast majority of players won't take death seriously unless it's an actual setback and/or inconvenience. This can already be seen with many level 30s that have nothing to fear from XP loss.
Cortex wrote:It's been mentioned several times in the past, but what of lowering the XP penalty the longer someone stays in the death area?
This would be awesome. Make the respawn penalty pretty harsh if you respawn instantly, but make it go down with time spent there. With the new fugue plane being an IC area that you can remember, you could actually have meaningful RP with other people there as well.
I loved the changes.
I aways had a bad internet and lost count on how many times I died to lag or crashes (losing summon). Many times I lost weeks worth in xp and last time I lost an entire month. That was REALLY frustating. For me it's not about fearing death, but fearing the loss of lifetime spent on a few seconds of bad connection.
Even tought I know as a player death's penalty was lessened, my characters wouldn't lose their fear of dieing or treating it lighter. It would remain all the same for them.
I also find it very fun to be an IC area. The above mentioned idea of making deals to other "souls" can open a lot of interesting RPs.
Yellena wrote:
Even tought I know as a player death's penalty was lessened, my characters wouldn't lose their fear of dieing or treating it lighter. It would remain all the same for them.
It's a matter of perspective. You might say that your characters wouldn't fear death any less, but that's the best-case example. It would be naive to say that there aren't more than enough people that would abuse this new feature without hesitation, as it's been done before.
That said, I'm content with waiting to see how it plays out - or rather, waiting to see just how badly it'll be abused.
Sounds weird and against many theories of what might happen above, but perhaps people will be more inclined to RP/make death more meaningful with these changes. Since the XP penalty is far less now, people will be less urged to immediately respawn and start re-grinding their lost XP asap, and perhaps RP their deaths more extensively and even give their chars a break for a while, to reflect the death?
If the OOC negative feeling about the death is gone, the focus can be changed to RP-ing the IC concequences of a characters death much more easily? People might even *coughs* enjoy it?
Is the stat-decrease bug being handled? Because otherwise I can see Restoration/Greater Restoration being used a LOT more.
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You could make the argument that people may treat adventuring in a more ambitious manner, and you could actually see players be more courageous in their roleplay (OOCly) because now you are not so severely punished for "losing" - even though you are still winning because you're roleplaying the best.
However, that mode is only a short distance from, "Screw it all, kekekekekeke."
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One interesting aspect of party play will be what happens when someone dies while the party is far off in a nasty spot and a member dies. Do you resurrect the guy and have a weakling along ? If you did though would the party turn around and get them to safety ? Hmm, maybe no using lenses if your impaired. Or make it so the party cant leave the area without all the members.
Irongron wrote:Yes, the penalties only apply to respawn, the raise system is unchanged.
Oh! this brings up an interesting possibility I think. Maybe tweak the raise system slightly so that:
Respawn: Large stat penalty; Long duration. Incurable Raise dead: Low stat penalty; Low duration (long if curable)
and maybe leave this debuff curable with restoration spells. Ressurection: No stat Penalty at all!
Would give an actual reason for characters to use resurrection, gives death a bit more depth and varied consequence. Just an Idea, thoughts?
Irongron wrote:Yes, the penalties only apply to respawn, the raise system is unchanged.
Oh! this brings up an interesting possibility I think. Maybe tweak the raise system slightly so that:
Respawn: Large stat penalty; Long duration. Incurable Raise dead: Low stat penalty; Low duration (long if curable)
and maybe leave this debuff curable with restoration spells. Ressurection: No stat Penalty at all!
Would give an actual reason for characters to use resurrection, gives death a bit more depth and varied consequence. Just an Idea, thoughts?
+1
Gives us a reason to spend more money on ress scrolls.
DM Void wrote: Don't be a salty idiot and everything will be fine.
As well as what homestuff said, perhaps the healer path cleric could have raise dead function similar to resurrection in terms of removing the stat penalties, thus giving it a much needed buff.
For only $1 a day you can sponsor someone with chronic altitis.
Urch wrote:As well as what homestuff said, perhaps the healer path cleric could have raise dead function similar to resurrection in terms of removing the stat penalties, thus giving it a much needed buff.
I think this would be a very nice buff to only give to clerics with the healer path. It would truly make them the premier healers of the land.
On further reflection I like that this new update gives death some (temporarily) lasting effects, which should encourage a bit more humble RP about a character's recent demise.
I think what doesn't sit quite well with me though is that it seems like the cost of death for MoD players is still essentially the same, while the cost of death for everyone else seems like it's 10 times lower now. It was already a source of frustration for me that other characters would try to "help" my character by suggesting that we travel together to a place that's tougher than either of us usually tries to handle alone, only for our party to be entirely outclassed and forced into "run or die" mode (which is not a huge deal for a non-MoD--they just spend an hour RPing around the recovery and they're good).
Who knows, though... maybe that kind of overconfidence isn't a function of how much XP is lost on death, but something else. I guess we can just wait and see (and hope).