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Re: Death Penalty Opinions
Posted: 31 Jan 2014 17:27
by Kiara
Zhar wrote:Logg has been around for ages and there were many occasions where people were able to acquire qexp outside of questing (events, contests etc.). Not sure if it was taken away after all the changes and how much you could actually gain from it over the years (I don't think it would amount to such a big discrepancy).
Quest XP is capped now though. And if I remember correctly the cap is slightly above the max level of currents quests, including wednesday market. I found it extremely unlikely anyone would be myth at slightly violent!
Actually, I think both you and Makfly misunderstood Zar though. I think he meant that AFTER dying Logg would be slightly violent, and have recovery to very/extremely violent? And if he returns in a month, with no recovery, he'll be slightly violent and feel that sucks, because theres no recovery anymore. That's how I understood it.
Re: Death Penalty Opinions
Posted: 31 Jan 2014 17:31
by Jhael
Perhaps I haven't been paying enough attention to this discussion, but I've lost sight of what changing the death penalty is a solution for. What is the existing 'problem' that this change is intended to resolve? In my estimation there are a few possibilities, of course if I miss the mark with all of the please correct me.
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1) People rage quit Genesis when they die because of the time and effort required to return to their original stats.
- I'd be curious to know how real of a problem this is. I find it difficult to believe that someone would quit purely because they do not
want to put the time and effort back into their character to get back to their previous stats/level. Indeed, I find it more likely that
the decision to quit is brought on by other factors. I don't remember who mentioned it in this thread already (and I'm admittedly too
lazy to go find out), but [b]how[/b] that character died seems to be more of the problem than [b]the fact[/b] that they died. A few
examples off the top of my head would be things like:
a) dying due to a bug
b) dying due to Mages
c) dying due to lag
d) dying to a super myth
In all the above cases, it would be things like the fact that a bug killed them and the wizards are unwilling to restore or a Mage
killed them and the wizards are unwilling to nerf or lag killed them and the internet is unwilling to apologize or a super myth killed
them and the wizards are not willing to deal with the size gap among characters. Don't misunderstand me as saying these are
legitimate reasons or statements. In any case, when coupled with something else that is somehow infuriating, I believe it is at
that point that people quit in a fit of rage. The important point to take away from this is that I'm not so convinced that the simple
fact of death/death penalty is what causes people to quit when they die.
2) The current system is not fair when considering size of players.
- I would argue that any system that imposes a flat percentage penalty, equally, to everyone that dies will foster this same problem.
Regardless of standing opinions on the infamous size gap between players in Genesis, it is fairly clear that it exists. On a flat
percentage based system, there will always be a 'sweet spot' where dying puts a massive damper on anything and everything that
character wants to do. Similarly there will also always been a 'null zone' where dying just has no noticeable effect on the character
and they are in a semi-invincible state where, for example, they are free to perform crappy RP with little consequence.
3) The current system imposes too harsh of a penalty
- If the current penalty is too harsh, I'm not sure how we've landed on 5% with no recovery. I suppose it is a true statement that 5%
is less than 20%, so if that is how we would measure the harshness of a penalty then we have solved this problem. I don't think,
though, that the loss of xp is what ends up making a penalty harsh or not. I think, in the end, it comes down to how much effort does
the player need to reinvest into their character to return to the snapshot moment of their death. Using that, instead, as a measure of
harshness, I don't think we've made any ground when comparing the two systems. My feeling is that 20% loss with recovery will
take the same amount of time to regain as 5% loss with no penalty. So, we've changed the numbers and concept, but really gained
no ground.
I also think it's very important that we stop considering things like 'how do we
want the system to work' and consider things like 'how will players abuse this system'. Is that a crappy way of looking at the world/game? Sure. However, in the end, it will always been the negative things that make people leave. Who's to say the following scenario does not happen:
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Jhael pisses off a super myth. Said super myth determines that death is the recourse for Jhaels actions, and carries out said
sentence. Aforementioned super myth then deigns that one death was not enough of a punishment, afterall the old system
was a 20% penalty. Jhael is killed again. Super myth is not quite satisfied that Jhael has learned her lesson, and a third death
is imposed upon Jhael.
We can argue whether or not this scenario is likely to occur until we're blue in the face, but the fact of the matter is that there is nothing preventing this from happening. Under the most recently proposed system, there is also nothing to mitigate the effects of such an occurrence. We already have precedent for multiple deaths being imposed upon a single character, what's to say that is going to magically stop upon changing the death penalty?
In a discussion such as the one we find ourselves in, it's very easy to lose track of the goal. I hope the takeaway of this post for most, if not everyone, is that we need to ask real questions about the problem before we can propose a solution which will have a positive effect on the game.
Re: Death Penalty Opinions
Posted: 31 Jan 2014 17:32
by Amorana
Bah, I was behind. Removing this post, already been addressed.
Re: Death Penalty Opinions
Posted: 31 Jan 2014 17:37
by Windemere
What is being left out of this new simplistic idea is the fact that there are a number of people that do not grind all day everyday in Genesis. It seems that all of the ideas are being based on stat recovery and speed of being able to do it, etc..
Now, those stat-hunters might be the majority, I admit that, but for people like me 5% death loss will take probably just as long (if not longer) than a 1/5th with recovery. I think that Gorboth's initial idea was dismissed a little quickly and there are components there that are really useful. Like recovery over time. This could be capped, as Gorboth initially said, but it would be way faster for me, personally, to recover over time than to try and grind it back, plus much more enjoyable/rewarding as I can continue to RP and engage.
An idea for that would be for recover to actually be dynamic rather than a static thing. Have Recovery over Time literally be that. When you die you lose X%. That X% is divided into minutes/hours/etc and returned to you an this dynamic basis. Still could be capped, but as an example (using the 2 hours at a time thing):
Windemere loses 100,000xp. It will be returned to him in chunks of hours to a max of 20 hours (10 days * 2 hours). Therefore every 2 hours I am active I regain 1/10th of my lost xp. So, rather than getting all 100% of lost xp back at the end of the 20 hours, I regain it in chunks. Dynamic!
Just some thoughts for considering.
Windemere
Re: Death Penalty Opinions
Posted: 31 Jan 2014 18:09
by Chanele
The old suggestion is better with recovery over time. Grinding during this period should not result in gaining stats rather shorten the timespan even further.
Ex: 2 hours/day will result in 14 days before you recover, grinding x fantastic will half that time. Only problem we face with this is size inflation..but that problem already exist. This will ease recovery for non grinders and give grinders some kind of reward.
Re: Death Penalty Opinions
Posted: 31 Jan 2014 18:56
by Creed
Moved
Re: Death Penalty Opinions
Posted: 31 Jan 2014 19:22
by Amorana
Chanele wrote:The old suggestion is better with recovery over time. Grinding during this period should not result in gaining stats rather shorten the timespan even further.
Ex: 2 hours/day will result in 14 days before you recover, grinding x fantastic will half that time. Only problem we face with this is size inflation..but that problem already exist. This will ease recovery for non grinders and give grinders some kind of reward.
I agree, except I'd say if you shorten the time via xp growth, that shortening should also return some of your stats. And I think that's what the old proposal is missing, the ability to affect how long it takes, and no real recovery over time (but instead a delayed recovery.)
Edit: Actually, nevermind - the idea above would take care of the brute concerns too. You're not gaining stats, just working toward recovery. So brute could be affected or unaffected - either way would work.
Re: Death Penalty Opinions
Posted: 31 Jan 2014 19:47
by Windemere
I think one thing I am having trouble with right now is answering the question "What problem are we trying to solve" and "Why is this the solution to the problem".
This isn't "changing" anything. People will still be upset when they are totally massacred by a larger player no matter what the penalty they take might be. This brings us back to the entire conversation on PvP. I, personally, would like to see death remain gone but add in some other sort of penalty. I believe I suggested reduced xp gain over a period of time, or perhaps a skill penalty that can be restored by an imbue. Make PvP fun also. Add rewards for both parties for pvp. Add some warzones for conquering and have bonuses and rewards for controlling them.
I mean, this conversation is all good, but I don't really see it solving any problems.
Maybe I'm just missing something.
Windemere
Re: Death Penalty Opinions
Posted: 31 Jan 2014 20:04
by Chanele
This will make people recover in a much more reasonable time compared to todays system. Most people do not have unlimited time to spend on this game as we used to...
Even more importent, both grinders and non-grinders will see an end to the recovery, promoting both playstyles.
The main problem with imbalance, size inflation etc still exists but the ones who suffer from it will not feel as disheartened as today. (Killed by super myths or mages)
Re: Death Penalty Opinions
Posted: 31 Jan 2014 20:44
by Kiara
Chanele wrote:This will make people recover in a much more reasonable time compared to todays system. Most people do not have unlimited time to spend on this game as we used to...
Even more importent, both grinders and non-grinders will see an end to the recovery, promoting both playstyles.
The main problem with imbalance, size inflation etc still exists but the ones who suffer from it will not feel as disheartened as today. (Killed by super myths or mages)
Losing due to immense size imbalance, guild imbalances, and skill imbalances will suck no matter what the penalty is. Even if the penalty is "only" losing your EQ, it will suck and it will be disheartening. Maybe you're right in that if you're a huge player and care a lot about your stats, you may not decide to quit the game. But I think both current death suggestions work for that.
But no change to death penalty will make PVP more fun I think. PVP would work just as well with all proposed death systems, including the current one, if guilds were reasonably PVP-balanced and players were not lightyears from each other in size. But maybe it isnt PVP we're trying to solve? I am not really sure...
So we get back to those questions many of us have asked in this thread:
Why are we changing how death works? And what is it we want to accomplish by changing it?