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  1. #1

    07/01/2015 - Feedback Request - Death Penalties

    Hello Xsyon Citizens!

    I'd like to open a discussion on potential death penalties. This is something that I've been meaning to implement for a very long time. With Infirmaries coming up this is a good time to put death penalties into play.

    I am considering various options and am completely open to suggestions and feedback on this.

    Here are some ideas that have been suggested or have been under consideration in the past:

    - Item duration loss. This could be for equipped items or across the board all end use items (armor, weapons, tools) on your person. Maybe a 10% durability loss. This could help boost the economy. I can imagine players trying to drop items to save them last minute and might need some mechanism to prevent that from happening. Also, this could be paired with adding a ‘repair’ function that could require materials and dollars (another cash sink) or just dollars.

    - Cash loss. For this I would need to add cash as a dollar count attached to your person (like in Warcraft for example). You won’t be able store dollars in bins. This would be another cash sink, but I could also add the cash or some percent of it onto nearby revenants.

    - Item loss. One or a few items could be selected randomly, removed from the player and loaded up on nearby revenants. I think this could be fun, especially if I add backpacks or pouches to revenants.

    - XP loss. This is straightforward. It just wouldn’t work well on players that have no xp saved up. It could require a negative XP balance to restore.

    - Temporary stat or skill loss. This could last 10 - 30 minutes with gradual restoration. This is similar to Warcraft’s hefty stat and power reduction if you choose to resurrect at a shrine instead of doing a ghost run to your corpse. This may be of an annoyance than anything else, but I’m throwing the idea out here.

    All feedback is welcome on this. Please do not turn this into a debate, however. I personally am leaning towards item duration / item loss, but I would like to hear from all you players first!

    Thanks!
    Last edited by Xsyon; 06-09-2016 at 01:02 PM.

  2. #2
    I like:
    Item loss with maybe a way to stop it with a cash insurance system.
    Also it would need to cover items in the inventory also and not just equipped.

    My worry is people still death porting items naked (like 1000s of bricks) across the map.


    Cash loss also works but added work with less effect of the item loss system.

    My worry about this is that people will run around naked again.

    Item loss, sounds good but is really a pain in the butt if it happens. Already with a rev people dying they have major issues getting items back.

    XP loss is almost pointless, it's barely even a punishment. Also remember it would be 0 punishment for non subbed accounts.

    Temp stat and skill loss works but still doesnt fix the death porting items around the map.

  3. #3
    Quote Originally Posted by MrDDT View Post
    My worry is people still death porting items naked (like 1000s of bricks) across the map.
    I believe this is your worry, not Jordi's.

    However, if this is desired there is an easy fix--return to the original resurrection code. For new players, you originally came back where you died or where you could run to before the "second chance" button came up and the rez timer ran out. This offered some strategy in PvP, specially in close one-on-one fights. You could shadow your killer and come back at half health against an almost dead opponent. Conversely, if you were outmatched you would run towards cover then come back running further away. A few players never figured this out and got ganked repeatedly right at their body, so this was changed.

    Offering the option to rez in place or at the nearest infirmary would eliminate death porting and make hunting/scavenging with a cart a better option. As things stand, there are places I don't go with a cart because of the bother of a long run back to the card exceeds value of the extra weight that can be transported.

  4. #4
    - Cash loss. For this I would need to add cash as a dollar count attached to your person (like in Warcraft for example). You won’t be able store dollars in bins. This would be another cash sink, but I could also add the cash or some percent of it onto nearby revenants.

    - Item loss. One or a few items could be selected randomly, removed from the player and loaded up on nearby revenants. I think this could be fun, especially if I add backpacks or pouches to revenants.

  5. #5
    Do you plan on adding in a Good/Evil system like talked about a while back? This was part of the plan for that also.

  6. #6
    I prefer item duration loss with repair function in dollars.

  7. #7
    I prefer you loosing all skills, itme and you have to start complete new(creat new toon and so on). If it should be a survival game, tell me in which real world what we know we can save anythink to take over in a new life ?
    I think this will push the people think about how I play and what I doin´g in the game if I go hunting alone or in a team, and what I hunt or where I jump down and so on. I alsow don´t want that some boost (drink or plant) will be add in the game I think it will be more interesting to add a skill like doctor or medicine.

  8. #8
    i barely die anytime unless i deathport, so usual i sould be fine with any of them. but honestly most of the current suggest stuff is nonsense, at least for the way i face and play the game.

    1. remove 10% of the dura on equipped items may be fine for ppl who fight in a grass suit. but those who make and wear decend armors can not get back the materials while the armors duro goes down with the current system. supreme plastic sole, buckle, zipper, decoration, cloth or whatevery in violet with 100q is taking weeks to find, even if you sort scrap it wouldnt be really fast. 100p mutant critters are almost not there, if you want to make a leather suit you need at least 10 of them + getting a decend quality to make sure you get 100q out of the hides to make only one set of armor.

    - provide materials, fix critters and renew scavtables. thats what you are talking about since month. you always say you working on it right now but i only see new stuff is coming. fix what we have currently and after that implement new stuff which cause new problems.

    2. item loss will avoid what was always a goal - trading between players.

    3. cash loss might be fine for those who have a lot of cash, but not for new players.

    4. debuffs. that would be someting i for sure can agree with. even if stat/skill loss can cause other problems imo. lower skills means you can raise your skills faster in this time couz you do not have to deal with softcaps. sure this could be fixed somehow but i wanted to mention it, if you seriously want to implement this.


    Suggestions: 1st of all we would need a system to seperate kinds of death. combat (pvm), starving/die of thirst, pvp, falldmg.

    i would suggest the screen of a player turns red ( or any prefered colour ) if he loose hp couz of food water - similar to the mist effect. a alart system which warn you if you didnt notice your bars. and every player died couz of that already, they are simply to small or covered by other stuff.

    how about this. when a player die he become a ghost. lets push the ghost duration up to 15-30 minutes, add buttons instead of "spawn" which we have now. a player can choose to instandly respawn by dealing with one of the penealtys which are in the mainpost? if not he simply have to wait the time you set.

    Quote Originally Posted by Alude View Post
    I prefer you loosing all skills, itme and you have to start complete new(creat new toon and so on). If it should be a survival game, tell me in which real world what we know we can save anythink to take over in a new life ?
    I think this will push the people think about how I play and what I doin´g in the game if I go hunting alone or in a team, and what I hunt or where I jump down and so on. I alsow don´t want that some boost (drink or plant) will be add in the game I think it will be more interesting to add a skill like doctor or medicine.
    [IRONIC=Pean;666]great idea, + we should start working on a singleplayer client to download. server wont be needed anymore [/IRONIC]

  9. #9
    Let me start off by saying that it seems like most people favor item dura loss. I really believe this is the best option and let me list a few reasons why.

    1)If it's done like in UO, it will remove some of the high end gear without breaking people's backs. In UO they had it so gear could be repaired back to 100% QL but the dura would be lowered by 1. So if an item was at 90% dura left (1 death) and you repaired it. Say it was 90/100. After the repair it would be 99/99. This means that after 100 repairs (assuming 10% uses up 1 permanent dura). It would be a very very long time for good gear and crappy gear would break much faster.

    2)Put a new system in for repairing and a reason to use high skills (leathercrafters would repair leather items), much better economy and community building system.

    3)Would stop people from deathporting massive stacks of items for fear of lowing the dura.

    4)Give more of a survival feel to the game of not wanting to die.





    Quote Originally Posted by Pwnuts View Post
    i barely die anytime unless i deathport, so usual i sould be fine with any of them. but honestly most of the current suggest stuff is nonsense, at least for the way i face and play the game.
    When I played with you, I've seen you die a few times. Just in the limited play time with you. You also used the deathporting option to move items.



    Quote Originally Posted by Pwnuts View Post
    1. remove 10% of the dura on equipped items may be fine for ppl who fight in a grass suit. but those who make and wear decend armors can not get back the materials while the armors duro goes down with the current system. supreme plastic sole, buckle, zipper, decoration, cloth or whatevery in violet with 100q is taking weeks to find, even if you sort scrap it wouldnt be really fast. 100p mutant critters are almost not there, if you want to make a leather suit you need at least 10 of them + getting a decend quality to make sure you get 100q out of the hides to make only one set of armor.
    But it would make those items of more value because of how long they lasted. It would also be better for the economy as a whole because currently, items like never break.



    Quote Originally Posted by Pwnuts View Post
    2. item loss will avoid what was always a goal - trading between players.
    This helps trading not hurts it. Players will not be able to deathport massive amounts of items around the map, so local trades will be encouraged more. Also because items are being removed from the game more, more crafting and trading.


    Quote Originally Posted by Pwnuts View Post
    3. cash loss might be fine for those who have a lot of cash, but not for new players.
    We don't even know how much $ it will cost per death, how can you even say it would be hard or easy for anyone? What if it were 1$ per death to repair?
    If the repair is based on the QL of the item and max dura, it wouldn't be hard on new players at all.



    Quote Originally Posted by Pwnuts View Post
    Suggestions: 1st of all we would need a system to seperate kinds of death. combat (pvm), starving/die of thirst, pvp, falldmg.

    i would suggest the screen of a player turns red ( or any prefered colour ) if he loose hp couz of food water - similar to the mist effect. a alart system which warn you if you didnt notice your bars. and every player died couz of that already, they are simply to small or covered by other stuff.

    how about this. when a player die he become a ghost. lets push the ghost duration up to 15-30 minutes, add buttons instead of "spawn" which we have now. a player can choose to instandly respawn by dealing with one of the penealtys which are in the mainpost? if not he simply have to wait the time you set.

    I see no reason why we need to separate types of deaths.
    I for sure do not like the death choice option because then again you are still allowing deathporting massive amounts of items.

  10. #10
    Quote Originally Posted by Mactavendish View Post
    Second, Item loss as you describe it could be good too. Adding backpacks where revs can store multiple items they have looted off players will make it fun to hunt rev. Also this can encourage players to band together rather than just play solo, because som of these revs will become quite powerful, and the player may need assistance to get his items back.
    revs already wear newbies sneakers, lumberjack shirts and pants. this way they remove the basic starter kits from someone who step in a revs place without even knowing what can happen.


    Quote Originally Posted by MrDDT View Post

    When I played with you, I've seen you die a few times. Just in the limited play time with you. You also used the deathporting option to move items.
    sure, couz critters can run faster than a player who sprint. if we finally would fix the animal behavour even this few deaths would now happen anymore. but we focus on new stuff, as usual.

    Quote Originally Posted by MrDDT View Post
    But it would make those items of more value because of how long they lasted. It would also be better for the economy as a whole because currently, items like never break.
    more valuable? cmon they are alreade unable to trade couz you almost cant reproduce them. the current value is out of what players reach if they would be even offerd on the marked.


    anyway, deathporting was always part of the game, and everyone used it. i wouldnt mind if it doesnt work anymore. but a better hauling system for heavy items should be replaced at some point. even if its juts a boat or the possibility to use a cart as such.

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