Great feedback, everyone. I'll try to respond to some of what I've heard, clarify some things, and offer things to consider.
Firstly, with this proposal, you do not automatically recover in 10 days. No, rather, you recover in 10 days *if* and only if you spend two hours online for ten days in a row. A good system, for me, is one that should encourage people to be in the game, rather than encourage them not to be. A system that punishes people in a way that gives them no reason to play, or such a long hill to climb that they lose heart are what I want to get away from. We won't be going with the suggested idea of halting exp growth for a set time as a death penalty for exactly that reason.
The strange 39 death's thing I said was just bad arithmetic on my part. I'd forgotten the suggestion was 25% initial penalty, and was working from 20% instead. Thus, if you get penalized an additional 2% for any subsequent deaths while the penalty remains active, you'd be down to 2% of your stats after death #39, which is where I suggested we cap the penalty. We wouldn't want to go with a final 2% added on death #40, as this would leave you with 0% of your stats = 0 hitpoints = death cascade. So, to correct that, we would want to allow 37 deaths before instituting the cap on exp reduction. 37 deaths * 2% additional reduction each would equal 74%. Add that to the 25% initial reduction, and we'd have 1% remaining which would be the ideal cap.
I enjoyed reading Amorana's breakdown of the progression from arcade-style death penalties of old to the modern norms of contemporary MMORPGs. I agree that there can be a thrill involved with pvp, regardless of whether or not there is a harsh death penalty attached to a loss. But what I think is important to distinguish here is that in those MMORPGs, the pvp combat is played entirely for sport. You run around, and you have teams, and you have things you want to accomplish, tactics to try, and ways to win the field. If all we wanted to achieve in Genesis was pvp for sport, I agree that might be exactly the sort of thing to emulate. However, in WoW or other similar MMORPG games, there is no sense of gravitas to any situation involving pvp. Roleplay is attempted by some, but all but completely disregarded by the design of the game or the community culture. In Genesis, many players value roleplay, and the game has been designed from day one to support it. Pvp should, as well, and I agree with Celephias and others who believe that gutting pvp of lasting consequences creates a game culture in which you have no recourse against idiotic behavior other than to hope it stops and to try to ignore it, and no interesting manner of revenge against an enemy other than to challenge them to a game of chase-me-around-the-roundabout with the loser not having to pay much of a cost should they die.
Zar seems to have liked the idea the best of all the posters, and his suggestions are really interesting. I don't agree with all of them, but some are worth considering. I really like, for example, the idea of trying to find ways to promote non-idle payment of the sentence. There is a bot for all occasions, though, and I am sure people could create clever scripts to trick any sort of tracking system we might devise. I also like the idea of scaling the penalty so that larger players do not feel the hit less than smaller players. I don't agree with gradual recovery during the period, and I don't agree with pinning the sentence after each subsequent death. I'll talk about this a bit ...
I do not know how players would react to this system, but I know how I feel in my gut about what seems fun to *me* vs. what seems boring or monotonous. I'm the sort of guy who enjoys "delayed gratification" schemes, and would much rather enjoy a huge, awesome boost all of a sudden after serving a sentence of pain than to have things slowly and imperceptibly dialed back up over the course of a period of time. To me, that just feels a lot more fun. I realize this might not be to everyone's liking, but it is what I would want to try out to see how it works, because I think I'm probably right - hey, who am I to question my gut? It's digested entire plates of lutefisk! So, this is my reason for not wanting to have the penalty gradually rise back to normal. I just think it would be more fun and interesting the other way.
As for setting it at a very specific recovery time, that (if you spend 2 hours a day) you escape in 10 days time ... well, I actually think this would be more fun too. Let's say you die, and you just lost 25% of your power. Arrgh. Well, that sucked. But, wait. Now if I die, I'm only going to lose 2%. Hmmm ... Well, in a way that's like a new reality. I don't actually have to fear death all *that* much for the next 10 days. Okay. Cool. Now, lets say I serve out 8 of those days with my 2 hours a day. Now I know I've only got 2 days left on my sentence. What is more, in these last 8 days, I've actually been riding a great exp train getting dragged around by my myth buddies, and know that when I recover, I'll actually be *bigger* than I was when I died 8 days ago. Okay! Cool! Well, lets see ... 2 days ... 2 days ... how to spend them. I could die 10 times in these next 2 days and not even really care! Alllllrighty ... *rolls up sleeves* ... RAAAAAAAWRRR!!
See? That seems fun to me. Sure, one could argue that if you go nuts for those 2 days and do some pvp, you might set yourself up for some hurting when those you wanted to "dance" with decided to keep dancing even after you'd recovered. Sure. But that's always how things go. The idea here is that you never actually lose *any* of your exp ever again by dying. You only lose your stats. If you can pay the time, you get them back. If you exp while you're serving that sentence, you get back bigger than when you lost them.
Now, the most fascinating post of all might have been Zingil's. First of all, he's obviously way too smart, and I suggest a nerf. But, more importantly, he suggested a critically important aspect of the design which would solve numerous problems all at once. Rather than capping the *stats* Zingil suggests capping the *experience* which lurks behind, and therefore determines each stat. Brilliant! Yes yes yes. This is exactly how this build would want to work. Here's why. Firstly, we'd cap the experience. Then, we'd apply the 25% reduction not to the *stat* but to the experience that drives it. In this way, we still work with the soft cap that is in the game, and if we simply apply this to combat and general experience, we could reward players who have quested, too, by keeping that out of the reduction. Secondly, this would solve the one thing that just about everyone seems to have hated the most about this proposal: imbuements. Because imbuement effects work on the stat itself, rather than the experience that drives the stat, the stat imbuements would still work here, and we'd not have that as an added pain to the sentence.
Finally, I want to discuss the fact that some people feel this system is too complex. Lets set our old and this proposed system side-by-side:
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?
Great stuff! I'll revise the proposal with some of these things in mind. Please continue to discuss - I'll be reading what you write.
G.