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Just make sure you don't die again!

PostPosted: Mon Feb 09, 2009 12:02 am
by Rabit561
I think I brought this up in a different topic but I thought since it kind of came up again I would give it a shot..

There is a pretty big problem in Xenimus itself (I think it is lol) or at least it was at the time, which is the experience Loss after you die, I didn't think it was very fun for a character to loose a large chunk of XP just from dieing once, maybe again from trying to retrieve their dropage lol, and I came up with this after playing a few other games.. Which is instead of "Loosing Experience" you would instead gain debt..

(If you don't really know what this means you don't have to read the next line)
Which means if/when you die in game you instead gain debt (duh) and during this dept you can Still gain XP but at half the speed and the other 50% would go towards the debt (Or what ever amount would be better.. 40 xp /60 dept 30/70 70/30, I kind of think it should be 10/90 lol but whatever)

This would stop all the de-leveling and since you already drop gear when you die, and I don't see why you should loose Experience as well as gear, it's just not cool (Although dieing shouldn't be a parade, unless it's in a PVP party :mrgreen: )

What do you guys think?
(I was thinking of making this a poll, but since this is just an IDEA for now, lets just talk about it :roll:)

Re: Just make sure you don't die again!

PostPosted: Mon Feb 09, 2009 8:05 am
by Karl G.
I think you mean "debt" not "dept" :)

Strangely enough, Joe and I came up with almost the exact same idea back in high school--but I had completely forgotten about it! Thanks for posting this :D I think that reducing experience gain for a certain amount of time is the perfect solution

Re: Just make sure you don't die again!

PostPosted: Mon Feb 09, 2009 9:14 am
by Vapore
Well I disagree. Back in Xenimus people use to remove all of their gear and then go PK. Since beam was so powerful you could kill people and if you died you would just instantly port back. Yes, de-leveling sucked but dieing should be a penalty. And a harsh one at that. A good way to implement negative experience but not de-leveling could be to have it queue up. Say I'm level 10 and I have 150k experience. Every time I die I lose 10% of my experience. However, this is not removed from your total experience. It's added into a queue so when you go to level you have to gain 15k experience BEFORE you can start adding experience to your total again. What do you think? And 10% is just a number, it could be anything.

Re: Just make sure you don't die again!

PostPosted: Mon Feb 09, 2009 11:53 am
by Rabit561
Karl G. wrote:I think you mean "debt" not "dept" :)

Strangely enough, Joe and I came up with almost the exact same idea back in high school--but I had completely forgotten about it! Thanks for posting this :D I think that reducing experience gain for a certain amount of time is the perfect solution


Ahha Yeah, I was kinda tired when I wrote it, but I think you get the idea :P



Vapore wrote:Well I disagree. Back in Xenimus people use to remove all of their gear and then go PK. Since beam was so powerful you could kill people and if you died you would just instantly port back. Yes, de-leveling sucked but dieing should be a penalty. And a harsh one at that. A good way to implement negative experience but not de-leveling could be to have it queue up. Say I'm level 10 and I have 150k experience. Every time I die I lose 10% of my experience. However, this is not removed from your total experience. It's added into a queue so when you go to level you have to gain 15k experience BEFORE you can start adding experience to your total again. What do you think? And 10% is just a number, it could be anything.

Well I don't think simply dieing should be such a massive downer.. Cause you can loose your gear to, and I don't see why you would Loose BOTH gear and Experience, it's a simple suggestion.. I think dept would be allot better and allow people to enjoy the game a little more instead of being scared to just simply go level up some.. I know allot of people think it makes it a little more fun, and pretty much just add's risk to the game, but I don't think Evidyon needs to be a Sky Diving act every time I log on.

Re: Just make sure you don't die again!

PostPosted: Mon Feb 09, 2009 12:19 pm
by Joe M.
These ideas concerning the penalty a player suffers for dying ("dying" is from "die", "dyeing" is from "dye") all sound pretty similar. Does it make a difference whether exp is queued up or the player suffers a slower exp gain for a while? Same idea, different implementation.

What we seem to be agreed on is that the loss of exp (and consequential loss of ability) was too severe in Xen.

So do we want to discount exp loss altogether and opt instead for some kind of exp slow-down (that is, it still takes longer to reach the next lvl but you won't lose spells/abilities/hp)?

Re: Just make sure you don't die again!

PostPosted: Mon Feb 09, 2009 1:18 pm
by Rabit561
Joe M. wrote:These ideas concerning the penalty a player suffers for dying ("dying" is from "die", "dyeing" is from "dye") all sound pretty similar. Does it make a difference whether exp is queued up or the player suffers a slower exp gain for a while? Same idea, different implementation.

What we seem to be agreed on is that the loss of exp (and consequential loss of ability) was too severe in Xen.

So do we want to discount exp loss altogether and opt instead for some kind of exp slow-down (that is, it still takes longer to reach the next lvl but you won't lose spells/abilities/hp)?


Yeah I really don't mind it either way, but of course there needs to be some sort "Bad Thing" needs to happen if/when you die, I know people should be scared to die in the game, but is loosing gear not enough?

Re: Just make sure you don't die again!

PostPosted: Mon Feb 09, 2009 1:30 pm
by Vapore
Joe M. wrote:These ideas concerning the penalty a player suffers for dying ("dying" is from "die", "dyeing" is from "dye") all sound pretty similar. Does it make a difference whether exp is queued up or the player suffers a slower exp gain for a while? Same idea, different implementation.

What we seem to be agreed on is that the loss of exp (and consequential loss of ability) was too severe in Xen.

So do we want to discount exp loss altogether and opt instead for some kind of exp slow-down (that is, it still takes longer to reach the next lvl but you won't lose spells/abilities/hp)?


I really disliked the fact that people could do so much damage naked. Say you finally manage to kill this person they can almost instantly come back and start killing you again with nothing to lose. I'm for either system as long as it would stack?

Re: Just make sure you don't die again!

PostPosted: Mon Feb 09, 2009 1:32 pm
by Vapore
Yeah I really don't mind it either way, but of course there needs to be some sort "Bad Thing" needs to happen if/when you die, I know people should be scared to die in the game, but is loosing gear not enough?


What if you don't care about losing gear? How do we punish those people for deaths?

Re: Just make sure you don't die again!

PostPosted: Mon Feb 09, 2009 5:45 pm
by Rabit561
Vapore wrote:
Yeah I really don't mind it either way, but of course there needs to be some sort "Bad Thing" needs to happen if/when you die, I know people should be scared to die in the game, but is loosing gear not enough?


What if you don't care about losing gear? How do we punish those people for deaths?


LoL? Well of course if you die, the debt gets higher and higher, but you can still level up.. And plus if you actually die from a naked char, you deserve to lol. And plus if you die from another character you shouldn't gain a whole lot of dept, I'll say half as much? Something like it >.>