Death Update

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Dalenger
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Re: Death Update

Post by Dalenger »

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?
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Cortex
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Re: Death Update

Post by Cortex »

A larger XP penalty than the pre-update one would just be adding insult to injury.
:)
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Re: Death Update

Post by Dalenger »

Cortex wrote:A larger XP penalty than the pre-update one would just be adding insult to injury.
Just food for thought.
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Re: Death Update

Post by Trunx »

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.
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Cortex
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Re: Death Update

Post by Cortex »

It's been mentioned several times in the past, but what of lowering the XP penalty the longer someone stays in the death area?
:)
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Re: Death Update

Post by Trunx »

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.
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Cortex
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Re: Death Update

Post by Cortex »

Also while I do not advocate for any MoD change yet, one should eventually be taken into consideration depending on the changes made.
:)
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Re: Death Update

Post by Yellena »

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.
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Re: Death Update

Post by Doc_001 »

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.
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Re: Death Update

Post by P Three »

Kuma wrote:If we ever go to forced MoD I'm burning down the cloud server warehouses.
I will hand you the lighter fluid.
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Irongron
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Re: Death Update

Post by Irongron »

That really isn't going to happen.
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Re: Death Update

Post by Dunshine »

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?
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Cortex
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Re: Death Update

Post by Cortex »

In theory the debuffs should keep them from effectively grinding back the XP, once it's fully functional.
:)
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Re: Death Update

Post by Tashalar »

Is the stat-decrease bug being handled? Because otherwise I can see Restoration/Greater Restoration being used a LOT more.
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Irongron
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Re: Death Update

Post by Irongron »

It is being worked on now, and will be fixed with my next update.
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Re: Death Update

Post by Seven Sons of Sin »

This is one of those "only time will tell."

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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Re: Death Update

Post by Elessar Winsbane »

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.

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The GrumpyCat
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Re: Death Update

Post by The GrumpyCat »

I don't think the stat penalties apply if you ressurect someone. Only if they respawn.
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Re: Death Update

Post by Irongron »

Yes, the penalties only apply to respawn, the raise system is unchanged.
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homestuff
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Re: Death Update

Post by homestuff »

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?
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Re: Death Update

Post by Cortex »

I thought about that before but it would be a hassle for low levels-mid teens who can't afford resurrections, perhaps if it only applied after epics?
:)
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Re: Death Update

Post by Dalenger »

homestuff wrote:
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.
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Re: Death Update

Post by Urch »

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.
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Re: Death Update

Post by Griefmaker »

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.
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Re: Death Update

Post by Lorkas »

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).
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