gorboth wrote:
Current system:
- When you die, you lose 1/5 of your combat and general experience.
- A "snapshot" is taken of where you were just before death to use as a reference.
- Your brutality, which acts as a filter for how much exp you can get when killing based on the ratio of quest/nonquest exp, is artificially lowered.
- As you earn exp, now much faster thanks to the artificial lowering of your brute, your total exp is compared to that in the snapshot.
- As you travel back toward the snapshot's level, your brutality rises on a pre-set curve that rises faster the closer you get.
- If you die while in this recovery period, you lose 1/5 exp from where you are now, but the original snapshot is still used for recovery.
Proposed system:
- When you die, your stats will be reduced by 25% and capped there.
- You are assigned a sentence of 20 hours of play until this reduction will be removed.
- You can only pay off 2 hours of this sentence each day.
- If you die again while paying your sentence, 2% additional reduction is added to the cap, but the sentence is not extended.
Is that really so complex?
Well I argued that both systems are overly complex... and I think the new one IS more complex, and less thematic. Sure you added lots of lines to the first system so it seems more complex when you put it that way, but thats just a matter of presentation...
Personally I like things that can be explained in one sentence:
So for the current system:
"When you die you lose a part of your combat experience, however you also become considerably less brutal so you will regain your stats faster than normal after you have died, however your brute level will gradually rise as you recover, so it will be harder to recover the as you get closer to your old stat levels."
A long sentence, but... it works ok.
The proposed system:
"When you die you lose a part of your combat experience for 20 hours of gameplay, but only two hours of play each day counts towards this penalty, and should you happen to die again during this time you will only lose a much smaller portion of your combat experience, also during this time you will not appear to gain any experience at all, but you actually do in the background, and while you cant see this experience being gained, you will get back whatever you lost from death PLUS the experience you have gained during your penalty AFTER your have served your 20 hours".
No I am not trying to be "smart", I tried my very best to explain it in one sentence. I dare anyone to try it!
The really old system, and the system I would prefer (but with less XP loss):
"When you die you lose a portion of your combat experience".
Simple, and takes about 1 second for anyone, new or old player, to understand.
So yes. I do think the proposed idea is overly complicated, and theres more complications to come, like:
1. As you can NEVER lose stats again we introduce even more character growth for everyone. Good? I dont know. I doubt it? But I guess it'll make more people catch up to myth status quicker I guess. So if we want more people to hit the soft cap quicker I guess its good? But do we? Wont that just lead to more people competing for the myth XP areas? Lead to people demanding more such areas, more "myth" content? Etc? But maybe that is the way to go... I will always be against everyone being myths though... considering how much grinding is needed. But at least it'll be easier when you can never lose XP anymore. Wonder what those who did it "the old way" feels about that tough?
2. What happens to the whole idea of dying down to veteran status to rebalance your stats, or switch guilds and grow guild XP quick? That all goes away? Or do we need to keep this "volunteer death room"? Well, then you'll have to add that to the "one sentence explanation" above. I dare anyone to try to explain the different ways you can die to someone new in less than 5 sentences...
No really, I think it feels overly complicated and I cant see what good it would do at all. I still dont see what the goal with this change would be? Promote people playing? It promotes peoples idling I think.
The CURRENT system promotes people playing to recover. At least unless they stop playing from the harsh penalty, but those who dont will atleast actively try to regain what they lost. And constantly get feedback an enjoy numerous "fantas" in a row, and be excited by that. If we add a system where you dont even have to do ANYTHING to recover, why would you bother playing at reduced size when you could just idle while watching a movie or making dinner, and start grinding again when you're back to your old stats?
It promotes PVP? How? It doesnt add a reward for those who kill someone. All it does is remove the one thing that made people go through all the effort needed to kill someone, which was "to make them suffer". I dont think this is a great reward, no, but at least it was A reward. Now why kill someone? You dont get any reward from it except bragging rights and some EQ. Why bother with all the trouble? And the person you kill loses nothing. Just temporary XP loss, that they dont need to do anything at all to regain. I think the mages not wanting to kill me until death penalty is back is good proof of this... The new way will just make people look for other things to punish their enemies with. I turned to revealing secrets and stealing since I CANT kill big mage myths. (Because of guild imbalances and player size differences). The mages turned to weapon breaking and keeping "my" EQ from me, since killing me is pretty useless. (Because of the no death penalty experiment). And they'e right. I wouldn't care the slightest as it is now. Nor would I care with the proposed system. All I need to do is idle a bit while working iRL. I'd be more upset about the lost EQ to be honest. Even a small XP loss would at least make me a little more cautious...
No, PVP would imho be helped by a _small_ sting for the loser, and a small, but nice, _reward_ for the winner. Then you would actually have a reason to PVP, if you gained something by killing your enemy, but there would still be something to lose too, if you got killed. PVP would also benefit greatly, no matter the death system, by balanced guilds, by balanced PVP abilities and by a more equally sized player base. Thats way more important I think. No matter the penalty or lack of it, losing an unfair and imbalanced battle will still suck.
I cant see how this change would do anything good for PVP. On the contrary.
Soooo... thats what I think.
Sorry to sound so negative. But well... I dont really like this new idea and you did ask for opinions...

Don't take it too hard. I think it's great you put this new idea up for debate. You guys upstairs still decide which opinions to listen to though. Here's a negative one. Listen, and think again, or just decide me and the other skeptics are probably wrong, and go for the proposed change. If that's what your gut tells you. My gut says no though.