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Death Update

Posted: Mon Sep 28, 2015 4:08 pm
by Kuma
So characters now remember what happened in death.

What possible good can come of this?

Re: Death Update

Posted: Mon Sep 28, 2015 4:16 pm
by andthenthatwasthat
Where are you getting this information?

Re: Death Update

Posted: Mon Sep 28, 2015 4:17 pm
by Kuma
Update thread.

Re: Death Update

Posted: Mon Sep 28, 2015 4:23 pm
by andthenthatwasthat
I see it now, too.

I'm more worried about "less XP loss" and only stats drop for an hour. For no MOD characters this can quickly turn into: die, log, come back after an hour.

Re: Death Update

Posted: Mon Sep 28, 2015 4:24 pm
by Irongron
People already were, either as dreams or straight out memory.

You don't have to, and It really is your choice (which it kind of already was); I think our player-base is mature enough to handle how they deal with arriving at Kelemvor's Wall.

Re: Death Update

Posted: Mon Sep 28, 2015 4:29 pm
by Tashalar
I thought it was against the rules to remember what was happening in an OOC area. (I presume under 'Don't be a cheeseball'
So... the response is to just make it an IC area?

Re: Death Update

Posted: Mon Sep 28, 2015 4:31 pm
by Irongron
andthenthatwasthat wrote:I see it now, too.

I'm more worried about "less XP loss" and only stats drop for an hour. For no MOD characters this can quickly turn into: die, log, come back after an hour.
People tend to log off after respawn already. That being said the effects of death fade over time, and have a minium stat level. Continuing to role-play is perflectly possible.

There are many reasons for this change, the greatest of which is how the respawn penalty was OOC consideration influencing IC decisions. From avoiding dungeons because of the risk of respawn, to age old 'bash corpses' question. It is hope to lay a lot of that to rest, and encourage people to sometimes try their luck in new and unusual places, instead of sticking to circuits they've completed many times before.

The exact disadvantages associated with death, and the functionality of this change will no doubt be altered over the coming days/weeks, as a response to how things transpire in game.

Re: Death Update

Posted: Mon Sep 28, 2015 4:33 pm
by andthenthatwasthat
It is now an IC area, Tashalar.

Another concern is that non-MOD characters now have a clear advantage over MOD characters in that, non-MOD character death really has little weight. MOD characters can can get deleted and death of non-MOD character might not even de-level it.

On the other hand, nothing prevents farmers to go back up there and regain that XP.

Still I'm afraid this might encourage more meaningless PvP. But as you say Irongron, let's see how it goes. Players might just take this in a very positive way that encourages RP.

Sorry, didn't mean to derail or take over your thread Kuma.

Re: Death Update

Posted: Mon Sep 28, 2015 4:34 pm
by Tashalar
Yes, that was the point of my comment, andthen (Thankyou though!) - the response to handle people being cheeseballs is apparently to condone their behaviour.

Re: Death Update

Posted: Mon Sep 28, 2015 4:40 pm
by Dalenger
I'm with andthenthatwasthat and the others who agree with him, in that lowering the XP penalty will only lead to people taking death even LESS seriously and being more reckless in their grinds.

However, I refer to the Dev's better judgement, and look forward to seeing how things turn out. Worst case senario, we just go back to the way things were.

I think the "death area is IC" thing will definitely be interesting. Looking forward to see how that works out.

And as for the new death area... Can't wait to see it(?). Usually i'm always psyched to see new areas, but not so sure with this one. I'll see it eventually, undoubtedly.

Re: Death Update

Posted: Mon Sep 28, 2015 4:52 pm
by Peppermint
Not gonna lie. The IC death area thing seems really awkward to roleplay for me. Guess I'll try to roll with it though.

Re: Death Update

Posted: Mon Sep 28, 2015 4:55 pm
by Cortex
I'd say the best way to know what we truly feel is to commit ritualistic suicide all together and examine the beyond before making conclusions.

Re: Death Update

Posted: Mon Sep 28, 2015 5:11 pm
by Maphias
I look forward to the inevitable Pacts between people meeting in Death to go raise the other at wherever they died.

Re: Death Update

Posted: Mon Sep 28, 2015 5:16 pm
by Cortex
With the XP impact decreased, that is less impactful. Worth noting to say the least.

Re: Death Update

Posted: Mon Sep 28, 2015 5:20 pm
by Tathkar Eisgrim
Maphias wrote:I look forward to the inevitable Pacts between people meeting in Death to go raise the other at wherever they died.
If the Fugue is an IC realm...

...doesn't that mean DM's can spawn level-draining Servants of Kelemvor?

Re: Death Update

Posted: Mon Sep 28, 2015 5:22 pm
by Dalenger
Tathkar Eisgrim wrote:
Maphias wrote:I look forward to the inevitable Pacts between people meeting in Death to go raise the other at wherever they died.
If the Fugue is an IC realm...

...doesn't that mean DM's can spawn level-draining Servants of Kelemvor?
Hush, you.

We don't need to give them any ideas.
Maphias wrote:I look forward to the inevitable Pacts between people meeting in Death to go raise the other at wherever they died.
+1. A rule might be in order, about this.

Re: Death Update

Posted: Mon Sep 28, 2015 5:25 pm
by Tathkar Eisgrim
On a brighter note:

Theoretically...

...a DM could run a Fugue event and players *gain* XP whilst dead(?)

I mentioned Servants of Kelemvor with a nod towards the point about pacts. Discussing pacts to escape death in Kelemvor's realm is going to earn you his wrath(?) Why make it a rule? IC actions equals IC consequences.

"You would seek to escape Kelemvor's Measure, MORTAL?!"
"Oh God. Oh God. Agh!" *terrified screams ensue*

Re: Death Update

Posted: Mon Sep 28, 2015 5:28 pm
by Tashalar
Dalenger wrote:
Maphias wrote:I look forward to the inevitable Pacts between people meeting in Death to go raise the other at wherever they died.
+1. A rule might be in order, about this.
Not sure how they'll really word a 'We're letting you be IC in death, and remember death, but you CAN'T REMEMBER THE CIRCUMSTANCES OR WHERE YOUR BODY IS even though you're already allowed to remember what happened before death'. Because people will just do it anyway and take the punishment.

Tathkar, it's already really jarring - you're resurrect a person and they'll say THERE'S AN THING HAPPENING THERE GUYS and you'll get mass ritual suicide because death xp loss doesn't mean anything now, so people can attend the event...

Let's not.

Re: Death Update

Posted: Mon Sep 28, 2015 5:29 pm
by Scurvy Cur
I'm going to withhold my opinion on this until such a point as I get to see the new death area for myself. I can see this being good for encouraging people to do what is IC, without letting concerns about XP loss (either theirs or someone else's) make the decision for them. I can also see it being unhealthy if it encourages people to let their lack of OOC fear of death translate to IC nonchalance. Ultimately it will be up to player behavior.

Re: Death Update

Posted: Mon Sep 28, 2015 5:34 pm
by Lorkas
Step 1: lower XP loss at death
Step 2: mandatory MoD for all?

Re: Death Update

Posted: Mon Sep 28, 2015 5:35 pm
by Tashalar
Mandatory MoD was ruled out by Mithreas previously. And it would mean close-to-grief-perma'ing anyone that you decide you don't like (especially if you're Epic and they're not).
Stat decreases are great in theory for encouraging recovery RP, but Greater Restoration will get rid of them (probably).

Re: Death Update

Posted: Mon Sep 28, 2015 5:36 pm
by Dalenger
Lorkas wrote:Step 1: lower XP loss at death
Step 2: mandatory MoD for all?
This has been discussed, the Devs have said they will never do it (unless this major death-related change changes their mind, which I doubt).

Re: Death Update

Posted: Mon Sep 28, 2015 5:39 pm
by Lorkas
It was also said in the past that it's impossible to remember anything from the Fugue because you don't have a brain to form memories with. Minds change :)

I'm less concerned about remembering stuff in the Fugue than I am about lower XP respawn costs. They were already really quite low in my opinion.

Re: Death Update

Posted: Mon Sep 28, 2015 5:40 pm
by Kuma
If we ever go to forced MoD I'm burning down the cloud server warehouses.

Re: Death Update

Posted: Mon Sep 28, 2015 5:42 pm
by Tashalar
Lorkas wrote:It was also said in the past that it's impossible to remember anything from the Fugue because you don't have a brain to form memories with. Minds change :)
Despite the fact that Irongron has used the canon as a reasoning, in canon, when you die, you don't remember anything from the Fugue either...