gorboth wrote:Alright, it is clear to me that though none of you have had a chance to experience it to really know how it feels, there is too much dislike of this theoretical system to make me want to try it out.
Let's try something much simpler, as suggested by Kas. What would it be like if:
- Death results in 5% loss of non-quest exp.
- Death recovery is removed.
And ... that's it. Simple, straightforward, much less harsh than before. Previously, we've been dealing with a loss of 1/5 of all non-quest exp. Here, it would be only 1/20. But, it would mean that you have to work harder to earn back what you've lost, and we no longer guarantee that people can rest on their laurels with regard to how big they have ever gotten.
To address the issue of the need to re-spec one's stats, we could introduce some thematically valid transformation service, wherein you could shuffle your stat values (for example, trade your dex with your int, etc.) To make it something people don't do with whimsical impunity, we could have a sliding cost, something like this:
Code: Select all
Novice 1 gold
Greenhorne 3 gold
Beginner 6 gold
Apprentice 1 platinum
Wanderer 2 platinum
Adventurer 4 platinum
Adept 8 platinum
Great Adventurer 16 platinum
Veteran 32 platinum
Expert 64 platinum
Rising Hero 128 platinum
Hero 256 platinum
Titan 512 platinum
Champion 1024 platinum
Legend 2048 platinum
Myth 4069 platinum
Thoughts?
G.
I think it's exactly what we need.
Its very simple and easy to understand, it doesnt hurt THAT much, but you'd prefer not to meet Lars.
I dont agree that it should be different for different mortal levels, or come with recovery or anything. Mainly because it complicated things. You lose a small portion of you XP. Simple, easy, logical. Besides, if you're small, 5% is really not much at all anyways. And I think even youngsters should experience the dangers of the world. I am not so sure no penalty at all is _better_ for a truly new player. Personally I would think it's more fun to experience Genesis for the first time WITH the dangers, than without them.
As for a cushion... yeah I get the idea. I'd love a cap at champion, and XP above that goes into other benefits. Like death cushions, skills-trees, and other things that have been suggested in the past. But thats such a big and controversial change that maybe is too big to discuss in this thread...? I mean it would be the biggest change Genesis has seen since I started playing at least.
Anyway,
The only potential problem I see is still the problem with 5% and no recovery is leaving guilds. Today many people, especially big ones, meet the Sparkle giants 10 times or so to die down to veteran level, and then fairly quickly, with recovery, grind up their guild XP in the new guild. The question is... what happens now? Sure you can still kill yourself 50 times on those ogres... and then grind yourself up again _without_ recovery. But will people do that? Or will be people be very skeptical about leaving their guilds now? And is that good or bad?
I dont remember how we did back when we didnt have recovery? Did people still die down to veteran? Did people switch guilds without bothering about their potential lack of quick GXP?
Anyway, myself I think grinding is too boring to ever have bothered with this suicidal thing, and I think the whole concept of it is pretty silly. And I'd be embarrassed to explain it to a truly new player too... so I would not mind losing that part. But I have a feeling many others, especially big players, would? Or? What do you Myth++ people say? Would you miss the recovery?