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Re: Death penalty adjustment needed

Posted: 26 May 2011 10:19
by Bromen
So... to continue the discussion and relate it to said topic, it is essential the death penalty be changed in order to encourage old players to come back, new players to not be afraid of dying, and to increase interaction in the player base.

From an RP standpoint, if you die and come back, it makes perfect sense that fine motor functions have been lost and it would take time to fully regain your abilities and recover. First step would be to lose skill levels that your occ and lay guilds focus on. This would allow a money sink rather than imbuements and reduce the loss in stats. It would take a decent amount of playing time to get the money needed to max the guru and master skills, hence more people playing/looting/interacting. Second step would be reducing the stat loss to a fantastic or two max for a quest or npc death. For Pvp the stat loss would be best served on a timer. 2 hours non-idle time in game or 12-24hrs offline with skill loss.

just some thoughts,

-B

Re: Death penalty adjustment needed

Posted: 26 May 2011 11:34
by Laurel
More power to money-robot makers ... please NO

Re: Death penalty adjustment needed

Posted: 26 May 2011 11:53
by Makfly
Having a skill-loss as well as a stat-reduction that slow creeps back to normal seems like a better system than we have now atleast.

So definetely worth considering, I think.

Also bot grinding Xp or bot grinding money is basicaly the same, one is not more evil than the other.
Only here you can deposit your money in the bank, and save them for a rainy day, so it won't be such a blow the day you inevitably die.

Personally I'd rather have everyone have stat cap at Champion and any Xp above that is saved as buffer for loss at death, but ofcourse I know some freak out at the bare mention of a cap of any sort.