Death penalty adjustment needed
Posted: 16 May 2011 21:07
So I was thinking about death, the penalty, and how it can be a bigger part of the game without it being the main reason for ex-players to stay away. After reading the facebook chatter about death, the sad fact is it takes too long for the casual gamer and even some of us regular players. Here are a few of my suggestions to make it easier to risk certain activities in gen and make the majority of the old and potentially new population happy campers.
1.) Make Death less of a stat loss and more of a skill loss.
Rp wise you'd have to retrain your body to learn the finer points of combat/magic skills that your previous body retained. It would make another money sink for those of use with HUGE bank accounts and it would help old players interact with new players by the lending of coin; which on another note would cause some people to play more to pay said person back. I'd say the loss of 10 skill levels and 10-15% of the current stat loss would be fair.
2.) Separate Player kill deaths and Player versus environment deaths.
The war system in Krynn is something that should be mimicked to some capacity in ME and perhaps shared in original content as well. These interactions between rival guilds should happen more frequently and victories should be celebrated throughout that realm. PvP deaths can have a loss other than stats. As stated above, let the loss be more skill oriented and let the loss compound with how frequently it occurs. Give the victor an ear or a notch somewhere to record the victory.
Another loss could be a negative title like the Dragon Order has with fighting dragons.
For PvE deaths, see #1.
3.) Leaving guilds should never result in death unless it is expressly accepted as part of the guild requirements.
The current imbuement system asks the person to repeat the command twice in order to complete said order. For RP heavy guilds (KoS, MM, SU, AA, and Rangers etc.) the person should know exactly what they're getting into and by repeating the command, it gives a certain accountability about the requirements and will reduce the current griefing by players about leaving guilds.
4.) Recovery imbuement.
Perhaps there can be an Anglestone or some imbuement that can be used to speed up recovery. The stone could work like this: The longer you play, the strength of the recovery increases. Just an idea.
Switching guilds should still result in full skill loss, but all stats should be retained. This would give casual players the chance to try different guilds without the pain of dying every time they want to try something new.
These suggestions are just ideas that would erase the pain of certain memories the old playerbase took with them. They are geared to helping the casual player enjoy the game without having to worry so much about dying and taking 3-6 months to recover. I never felt death should be about stat loss, but about loss of motor function and prestige. Some stat loss should occur, but even at its current state, it takes too long for new and casual players to feel like death and risks of adventure are too much to bear.
My other suggestions would be to give general xp for time teamed with other people, use of guild emotes while in the presence of other people, and the choice of weapon use when in an OCC guild.
I hope you hear me big wizards!!!
-Bromen
1.) Make Death less of a stat loss and more of a skill loss.
Rp wise you'd have to retrain your body to learn the finer points of combat/magic skills that your previous body retained. It would make another money sink for those of use with HUGE bank accounts and it would help old players interact with new players by the lending of coin; which on another note would cause some people to play more to pay said person back. I'd say the loss of 10 skill levels and 10-15% of the current stat loss would be fair.
2.) Separate Player kill deaths and Player versus environment deaths.
The war system in Krynn is something that should be mimicked to some capacity in ME and perhaps shared in original content as well. These interactions between rival guilds should happen more frequently and victories should be celebrated throughout that realm. PvP deaths can have a loss other than stats. As stated above, let the loss be more skill oriented and let the loss compound with how frequently it occurs. Give the victor an ear or a notch somewhere to record the victory.
Another loss could be a negative title like the Dragon Order has with fighting dragons.
For PvE deaths, see #1.
3.) Leaving guilds should never result in death unless it is expressly accepted as part of the guild requirements.
The current imbuement system asks the person to repeat the command twice in order to complete said order. For RP heavy guilds (KoS, MM, SU, AA, and Rangers etc.) the person should know exactly what they're getting into and by repeating the command, it gives a certain accountability about the requirements and will reduce the current griefing by players about leaving guilds.
4.) Recovery imbuement.
Perhaps there can be an Anglestone or some imbuement that can be used to speed up recovery. The stone could work like this: The longer you play, the strength of the recovery increases. Just an idea.
Switching guilds should still result in full skill loss, but all stats should be retained. This would give casual players the chance to try different guilds without the pain of dying every time they want to try something new.
These suggestions are just ideas that would erase the pain of certain memories the old playerbase took with them. They are geared to helping the casual player enjoy the game without having to worry so much about dying and taking 3-6 months to recover. I never felt death should be about stat loss, but about loss of motor function and prestige. Some stat loss should occur, but even at its current state, it takes too long for new and casual players to feel like death and risks of adventure are too much to bear.
My other suggestions would be to give general xp for time teamed with other people, use of guild emotes while in the presence of other people, and the choice of weapon use when in an OCC guild.
I hope you hear me big wizards!!!
-Bromen