by Nobody » Tue Aug 10, 2010 11:52 am
Howdy,
Regarding the original topic, death and its consequences:
What role should death play in sloth? Impediment? Inconvenience? Inconsequential? Achievement? Currently the feel is that death is infracting upon one's enjoyment since there is a heavy perceived loss associated with it. Usually this is brought about by the mindset that exp is everything, or something like that, so a loss towards acheiving this primary objective is taken a lot harder than it should be. Try staying at 3x40 for a few months and not caring a whit about exp.
It is genuinely good to see someone actually try to propose a solution rather than just post a generic whine.
A 2 hour login ban would be incredibly harsh, especially for those who really want to unwind for several hours. Then there are the inevitable gossips querying who just died within the last two hours and left all their stuff on the kobold sage. Furthermore, looting mobs will wreak havoc upon your corpse and its contents, unless you have a secondary character to save your corpse for you for the next two hours. And heaven forbid if that character perishes as well.
The main concern I see here with death and its penalties is memory. We remember each exp loss, and each successive one, particularly when met in rapid succession. The game however, doesn't. Each time we die, there is the same chance for exp/level loss. Given the 'streakiness' of our beloved random number generator, this can lead to some fairly frustrating consequences (i.e. lost concentration).
A solution, not necessarily the solution, would to be add some form of death/cast history. For instance, if you die once, there is a fair chance of exp loss. However, with each successive death, the chance diminishes. Or perhaps you're immune to level/exp loss for the next hour or so following the first death.
There would have to be measures to counteract folks just blasting out, dying, recovering their corpse via ferret, outregen the mob, and just repeating this over and over again, basically the nightmare method but more time consuming. A temporary regen penalty could be applied after the second death, increasing once or twice and then capping based on the number of times you die in quick succession, to discourage those enthusiasts who enjoy floating upwards or seeing nothing but stars. A temporary move regen bonus could help pcs get to their corpse quicker too.
This could also be applied to lost conc as well, albeit on a smaller scale, to make losing concentration more than 4 times a feat to be achieved rather than an every day occurrence. The mechanism can be akin to the current arcane/divine focus (although I believe that just rerolls the spell at the same rate). Roll the spell normally. If you lose concentration once, add a focus benefit (i.e.+1% concentration). Twice, double the focus benefit. And so forth (so 5 casts guarantees one cast, less if you did some teaching). A successful cast would return the benefit to 0.
An alternative method would be to recoup some of the lost exp upon corpse retrieval, say 80% of what was lost. This would only work if you get the corpse yourself, although the mechanism to determine 'getting it yourself' could be impossible to code. And this could discourage asking for help or self crs with other characters, resulting in possibly more deaths and more frustration. Yes, this idea would have to be given more thought, if it is to have any merit.
Of course, implementing any of these things is another matter, since it seems the coders who can actually code something of this nature, Splork in particular, are busy nowadays with that pesky 'real-life' thing that people keep alluding to.
Nobody has ideas!
Last edited by
Nobody on Tue Aug 10, 2010 12:39 pm, edited 1 time in total.