Time based recovery

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Tarax the Terrible
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Re: Time based recovery

Post by Tarax the Terrible » 29 Jun 2011 00:46

Did some sums..

Say there was a 100 day logged on time reset to the cost counter.
How much would it actually cost to stay logged on that time.
Have to measure your own PC's wattage and electricity cost per kWh.
Ignoring internet cost.

For me it would cost about $124...
$31 would be a bargain.

hehehehhehe
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Hektor
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Re: Time based recovery

Post by Hektor » 29 Jun 2011 10:24

There is no doubt that making death recovery (by whatever term, xp over time, lowered xp loss on death, lowered brutality, etc) will increase size inflation. Time and again we have seen this to be the case. This is a factor to consider.

I have always been against making death too easy. But also I realizee stats are very important and the feeling of loss over a death has been so grievous to so many that they stopped playing or such. I like a game that offer great rewards for great effort and where there are heavy consequences to actions in general.

If the problem here is that playerfighting is avoided due to guilt over starting wars & attacking non-myths/non-grinders/casual players and we want to reduce that guilt by giving them a bone (just teasing here!!) then this may work as intended. I would say 2 months at the very least and of course only effective on player related deaths (including poisons, wounds and what not odd abilities we see out there).

It may work in other ways as well. Someone who is in a guild war dies.. then they wont login for 2 months. Or someone logs on and idles just enough to get the reward. Is this more beneficial to the game than loosing the player? - Absolutely. Is it worth the loss off guilt from an active p-fighter/the other guildmembers who started the mess to have your guildmate doing nothing for 2 months out of fear? - I dont think so.

As for Tarax' prodding and teasing - warmongering? I am sorry, who has attacked who most here Tarax? ;) (I will just PM him the rest of my rant and spare the rest of you the drama ;))
Lawful evil - conform or die.

Makfly
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Re: Time based recovery

Post by Makfly » 29 Jun 2011 11:27

So I as titan sized must suffer a more grievious punishment for death, because other players can't stop grinding and inflating their stats?

Perhaps the problem lies with the endless stat-growth and not the idea of less harsh death punishment, to increase PvP interaction within the community?

I am not a big fan of PvP in Genesis, as I prefer to the FPS games for player vs player interaction, but I recognise that PvP plays a central part in Genesis, and so I'd like for PvP to be more inclusive, by lowering stat-contribution in PvP and easing up on the punishment for death.
Hopefully then more people will be more inclined to join, because the playing-field is more level and the punishment for failure is less harsh in terms of how many hours needs to be spent (grinding) to recover.
Mortimor Makfly - Gnomish Xeno-Anthropologist

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Fourtcoer
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Re: Time based recovery

Post by Fourtcoer » 29 Jun 2011 14:55

Perhaps the problem lies with the endless stat-growth and not the idea of less harsh death punishment, to increase PvP interaction within the community?
I really am not a fan of endless staff growth at all. Heck, I wouldn't even mind if characters could die of old age after a few hundred hours of play. I'm not sure stale antediluvian myths really add much to the game. I know that is part of Genesis culture at this point and unlikely to change, but on the one other MUD I have played through the years, there were a couple different methods by which characters could be eliminated, and the player base is much more dynamic and they have had higher player retention through the years. For Genesis, maybe a stat cap with a remort option for those who hit it might be good, letting those myths start over as some rare races or somesuch, instead of just endlessly grinding.

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Tarax the Terrible
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Re: Time based recovery

Post by Tarax the Terrible » 29 Jun 2011 18:04

We need to get over the notion Death Penalty is good for the game as it keeps mortal size down.
Death penalty is NOT an inflation stopping mechanism.
As very few of the largest characters die regularly.

+ Those who are very inflated are the most likely to recover quickly as Anahita pointed out.
Seriously you think a uber myth grind monster will benefit from having time based recovery?
Their answer will be simply WHY WAIT! I can grind that back in a week.

The ones it sucks most for are those who play casually.


What is an age old truth worth challenging is the Genesis notion that there are pseudo classes of players.
You have you super hero almost immortals and then the rest.
That they somehow deserve to be bigger and more awesome.
The deserve factors are
How many quests they knew. (50% exploring + 50% were gifted solutions too)
How much information on equipment etc they got on the grapevine.
Who they had to help them grow.
etc etc

(Please note that I don't feel inadequate with Tarax here at all, I count him as a super hero class char.
As he did get luckier than many with the list above.)

We make steps in the right direction, qexp cap was a big step same with recovery.

And TBH even tho it is another huge step I don't see any problem with there being an all Supremes stat cap.
As that is what Mythhood anyway maybe myth + 1?
That is NOT a cap on Average, an individual cap on each stat.

I think the reality of having Supreme + 3, 4 or 5 is breaking the game somewhat.
Supreme stated players are able to solo everything but what 3 or 4 bosses?
Or solo all maybe, depends on their guilds.
Beyond that it is just making them pwn most of the rest of the population, somewhat regardless of skills, tactics etc.

But if they have all supremes already how many people will get bored...?

The constant equipment hunt of Genesis is enough to keep a lot of people interested.
PvP, Trading, Roleplaying is enough for others.

But a lot of us mainly grind.
Its worth talking about.

PS I want to be a Uruk-hai
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Tarax the Terrible
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Re: Time based recovery

Post by Tarax the Terrible » 29 Jun 2011 19:36

Guess a lot of this is covering the same ground as the death penalty adjustment thread.
http://www.genesismud.org/forums/viewto ... 7&start=30
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Fourtcoer
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Re: Time based recovery

Post by Fourtcoer » 30 Jun 2011 03:13

Nice link. Looks like lots of folks would rather go back to the old mortal levels?

Does anyone feel strongly about defending the current mortal levels?

I know that's a bit of a spinoff from the original point of *this* thread, but it is related.

For the record, I am also in favor of time-based recovery or something that replicates that. That said, as a casual off-again, on-again player, at this point I've disassociated myself from even caring what my level is. There's no way I can ever compete.

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Tarax the Terrible
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Re: Time based recovery

Post by Tarax the Terrible » 30 Jun 2011 16:23

Do more quests!

I had a mentor of sorts back in the day.
I was like lets go killing!

His response was always the same.
If your over somewhat brutal its quest time.
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Makfly
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Re: Time based recovery

Post by Makfly » 30 Jun 2011 17:16

Tarax the Terrible wrote:Do more quests!

I had a mentor of sorts back in the day.
I was like lets go killing!

His response was always the same.
If your over somewhat brutal its quest time.
I would rather not play at all than having to forced into questing, to be truthfully honest.

I think quests in Genesis sucks quite badly. It's one of my least favourite things to spend my time on in the game. Even herbing is more fun, as atleast you can watch a show while you do it. Extensive quest solutions makes it less painful, but even then, it's not fun.

Maybe it's just me...
Mortimor Makfly - Gnomish Xeno-Anthropologist

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Anahita
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Re: Time based recovery

Post by Anahita » 30 Jun 2011 17:48

Makfly wrote:Maybe it's just me...
It isn't. Especially in a world where pretty much every game has a walk-through online somewhere (official or not). I am certain that is a major deterrent to "newbies" wanting to play as well. Spending ages trying to figure out what noun to look at or verb to use can really be extremely frustrating.

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