Death is a touchy subject. No one 'wants' to die in any way, shape or form. We all know that in 'RL' death is permanent. So why would any developer want to implement that in a 'game'? This is a game, right?
And with death in games players tend to take something from the experience, even if it is not to f*** with that type of mob or travel to that loc. So how can devs justify exp loss? Maybe it shouldn't be called dying all together. Maybe they should call it being knocked unconscious or K.O.'ed And in the event of anyone recovering from being K.O.'ed they would suffer heavy stat loss or confusion for a period of time.
And to remedy the problem of multiple K.O.'s in the same spot you can give the player a length of time being invicible, where they are warned not to make any aggressive moves (attacking) for fear of the inviciblity wearing off immediately. That gives the player plenty of time to find a safe zone or to catch-up with friends in a dungeon.
And after the 'fatigue' period wears off, simply resting can recover you stats. This would still give the 'thrill-seekers' their sense of excitement as the try to beat the timer, while trying to clear a dangerous zone. Or those who are in a party that just wish to keep things going with little time loss from bind point runs.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
The penalty should be set by the player. The higher the penalty the more experience you get for taking on more challenging foes and exploring more dangerous areas.
Those that don't want to lose anything when they die would get almost no bonus for tougher mobs. Those that wanted harsh penalties would get geometrically greater rewards for tougher mobs.
I think exp loss with %regained from CR but never loose your gear. Just the thought of loosing all your stuff you have amassed for months is enough to make any one cry...
Originally posted by Eyemaze The penalty should be set by the player. The higher the penalty the more experience you get for taking on more challenging foes and exploring more dangerous areas. Those that don't want to lose anything when they die would get almost no bonus for tougher mobs. Those that wanted harsh penalties would get geometrically greater rewards for tougher mobs.
Good idea actually this one, everyone would get the same xp for lesser or equal mobs, but if you choose no death penalties then you get the same xp for taking on a tough mob as for an equal one. Whereas if you choose permadeath then you get large rewards for it, and in the middle for other choices depending on how severe a death penalty you choose. PvP should be an exception though, with equal penalties for all.
Comments
Death is a touchy subject. No one 'wants' to die in any way, shape or form. We all know that in 'RL' death is permanent. So why would any developer want to implement that in a 'game'? This is a game, right?
And with death in games players tend to take something from the experience, even if it is not to f*** with that type of mob or travel to that loc. So how can devs justify exp loss? Maybe it shouldn't be called dying all together. Maybe they should call it being knocked unconscious or K.O.'ed And in the event of anyone recovering from being K.O.'ed they would suffer heavy stat loss or confusion for a period of time.
And to remedy the problem of multiple K.O.'s in the same spot you can give the player a length of time being invicible, where they are warned not to make any aggressive moves (attacking) for fear of the inviciblity wearing off immediately. That gives the player plenty of time to find a safe zone or to catch-up with friends in a dungeon.
And after the 'fatigue' period wears off, simply resting can recover you stats. This would still give the 'thrill-seekers' their sense of excitement as the try to beat the timer, while trying to clear a dangerous zone. Or those who are in a party that just wish to keep things going with little time loss from bind point runs.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
The penalty should be set by the player. The higher the penalty the more experience you get for taking on more challenging foes and exploring more dangerous areas.
Those that don't want to lose anything when they die would get almost no bonus for tougher mobs. Those that wanted harsh penalties would get geometrically greater rewards for tougher mobs.
He who throughs mud looses ground...
Ye who throws mud looses ground...
Muahahahahahahaha
MUAHAHAHAHAHA