PlaneShift

Support => Complaint Department => Topic started by: Enrion on October 20, 2007, 09:18:03 am

Title: Death Penalty
Post by: Enrion on October 20, 2007, 09:18:03 am
That's totally stupid. No good solution  :thumbdown:

EDIT:
Could you please publish how long one must suffer this curse?

EDIT EDIT:/me is still sitting on the road, suffering silly ideas of childish developers

EDIT EDIT EDIT:
Oh, it has ended. That's so stupid... *megaLOL*
Title: Re: Death Penalty
Post by: Velh Krome on October 20, 2007, 09:40:50 am
No one said death is fun and to be taken easy, the more the opposite - if you ever did so, bad luck, you hopefully will change your mind from now on.
Death Realm is said to be a huge maze, and if you ever may escape it, consider yourself to be lucky! Now you could do it, be happy it only exhausted you.

Personally I would hope it will take an hour at least (if not more), and I mean an hour of time being online.

One more great work, Devs! I have to admit, you guys are pretty much on fire lately, huh? Heck, keep it up!
Title: Re: Death Penalty
Post by: Zan on October 20, 2007, 09:53:26 am
Three cheers to the Devs!

Dying is finally becoming annoying. \\o//
Title: Re: Death Penalty
Post by: Lolitra, Celorrim Purrty Twins on October 20, 2007, 10:28:02 am
I don't want to find out - but yes.. for a deterrant for death hehe
Title: Re: Death Penalty
Post by: Noriin on October 20, 2007, 10:40:46 am
*hands the dev team a tray of cookies*

Quote
That's totally stupid. No good solution

No, this is imo a succeed actually.
No more dueling for no reason, no more using /die for no reason, no more risking getting struck by Laanx for no reason.

Even though it will most likely need tweaking in the upcoming days/months, the more once the changes are made in the Death Realm itself, looks like it's a good way to prevent exploiting and maybe to also make some more players roleplay Death Realm as the pain it should be.

Maybe newly created chars could have a timecap for being free of the effect (newbies die, let's face it :P), just as they can't shout or auction. Maybe the first 5/10 hours online?

However it seems like the period is of about 25 minutes? (somebody confirm or deny this)
I'd support making it longer, actually an hour would be fine. Just for the one 'suffering' it will think about it twice the next time before risking his life.
Title: Re: Death Penalty
Post by: peeg on October 20, 2007, 11:52:06 am
Yes, death should be punished ... but the current penalty is too excessive in my opinion.
Especially new characters suffer from it because they can't even walk some meters before they become too tired or aren't able to move around at all after they entered Yliakum again.

Maybe the duration of the penalty could be tweaked so that young chars aren't affected as long as stronger ones are or that they aren't punished as hard.

Long story cut short: Great idea, but it really needs tweaking.
Title: Re: Death Penalty
Post by: Parallo on October 20, 2007, 11:55:56 am
So, um, what exactly is the penalty?
Title: Re: Death Penalty
Post by: arrakeen on October 20, 2007, 01:07:32 pm
Well not just after waiting for the update to be completed... which granted I can understand.... as a noob i was pointed to a gold mine (after training in mining and buying the pick (which I was provided with the money as I had none) and actually finding the certain gold mine site.... as instructed by others)..... some creature attacked me, which I did not provoke, yet because I'm obviously a noob with little experience or stats as such ended up in this death realm.

I managed to get out of it with help from yet again...  you guessed it....another player, but you know it's rather harsh getting out of that hellish place and being told you need to drop something (which you do, in my case a rock pick (all that I had!!!) and yet still find myself not being able to move once out of that death realm still I sat there for about 20 mins and still couldn't move, I don't care if I have to wait 1hr, 1/2, or 15 mins.... do you think I'd let my computer play ping pong with the server for that time before being able to move? what about other noobs? ummmm yeah....what about the other things people could be doing both in game and out instead of just........waiting

Ok I've read the forums and posts of people that would take short cut to save themselves the time from running around... I can understand that because have I have Endurance at level 55 which is no great help either, you sit more than you run! But considering I died without provoking the attack, I couldn't defend myself as I had no weapons, no training other than mining, and was too weak to fight back successfully

If you want NEW people to enjoy this game the least that could be done is understand we haven't been playing the game for the last 3 years or whatever, we have no skills and more likely than not.... we aren't going to waste our time in dying to find out we can be back in the real world... but you can't move without dropping something which someone else picks up anyway... but the thing is once you've dropped it you still can't move.....pffffft rubbish....

But if you want to make victims of the people that abuse the system so be it, do it... i don't care if you need to log which people type the /die thing in all the time, however it is really unfair and frankly unacceptable to victimize people who are new and trying to work out how things our in the first place.

I don't want to sway anybody it seems like a great game..... but how about making victims of the people that slay all the creatures (obviously for those progression points) when the creatures don't fight back? ..... I've seen people doing it and openly talking about how good it is that they don't fight back.... well from where i sit... it is just as bad as people abusing this /die command ! yet having being somewhat of a geek (even if i'm noob here) I figure that bit has to do with about many factors such a upgrade&server .... still it is not really fair at the same time....

I don't really care for what comments people make to my post, I just need to vent how wrong it all seems from my end of the screen and probably other new comers as well for that matter.
Title: Re: Death Penalty
Post by: Asraniel on October 20, 2007, 01:48:08 pm
perhaps the system is only brolen atm because they forgot that newbies have a stamina much lower than older players.
And i think there should be a remove curse spell, that you can't cast on yourself. That would improve roleplay, because people would help each other out (perhaps even against a fee, imagine a preacher waiting for people coming out of deathrealm to do his business)
Title: Re: Death Penalty
Post by: Cebot on October 20, 2007, 01:52:44 pm
I am pretty sure the devs are aware of that problem. The death penalty was introduced to prevent people from using the death realm as shortcut through the world. Yet it is still very new, and with everything new...you know, it needs testing and fine tuning.
Please feel free to mention problems with the death penalty on the bugtracker, this way the devs can take care of it as soon as it is possible for them.

Cebot

PS: The death penalty divides every stat by 2. This means, that also older/stronger players will suffer from the non-movement time when they carry a lot of items.
Title: Re: Death Penalty
Post by: steuben on October 20, 2007, 02:02:26 pm
just be glad xillix didn't get his way... he wanted 6 hrs of playing time rather then 6 hours real time or game time.  :devil:
Title: Re: Death Penalty
Post by: Enrion on October 20, 2007, 03:49:43 pm
Yet it is still very new, and with everything new...you know, it needs testing and fine tuning.
Please feel free to mention problems with the death penalty on the bugtracker, this way the devs can take care of it as soon as it is possible for them.

That exactly describes the problem: first developing, then publishing, and then discussing with testplayers.

Anyway... this is what you want, this is what you get :P

and by the way: for what is the DR good now except training dark way?
Title: Re: Death Penalty
Post by: Jeraphon on October 20, 2007, 04:08:59 pm
Quote
as a noob i was pointed to a gold mine (after training in mining and buying the pick (which I was provided with the money as I had none) and actually finding the certain gold mine site.... as instructed by others)..... some creature attacked me, which I did not provoke, yet because I'm obviously a noob with little experience or stats as such ended up in this death realm.

Intentional. Gold is meant to be tough to acquire. Did the person who directed you to the mines warn you there were those creatures there? It's not like they're not often there. As a newbie you shouldn't try to mine gold anyway. Ask around for a silver mine. Failing that, try some quests to get started in cash and items. :)

Quote
and by the way: for what is the DR good now except training dark way?

SHOULD it be good for anything? ... Well let's just say settings has been asking this question too.  :detective:
Title: Re: Death Penalty
Post by: Ceraline on October 20, 2007, 06:34:07 pm
I am a little confused by Arrakeen's post. Yes the penalty is a little bit severe on noobs but I think what he is saying may be partially in error.

I myself have low strength and endurance (both below 40) but do not have to drop anything on returning from the DR as my character, being relatively new, has few possessions... much less than half the weight of my capacity. If indeed a rock pick was your only possession ("all that I had") to need to drop it on your return puts your strength level at 2 or lower (A rock pick weighs 2) giving you an original weight capacity of 3 or lower? Can characters really start with such low levels... and if so how would you expect to be able to carry gold ore back from the mine?

I too struggle to reach the mines (3 or 4 stops even without the DR penalty) which becomes even more difficult on the return when I am loaded with ore (8+stops), hence I don't mine at the moment. However a friend pointed me to some potions obtainable within relatively easy reach of most spawn points which bolster strength  and/or endurance for a short period. Carrying these will help most noobs of low strength or endurance at least be able to reach a point where they can sell their excess weight items... perhaps if some enterprising player would also sell these at the spawn points??
Title: Re: Death Penalty
Post by: Under the moon on October 20, 2007, 06:41:24 pm
The penalty was not created to stop folks from using the Death Realm as a shortcut. It was planned from the very start to give 'death' a value in roleplaying, rather than just that annoying place you have to run through when you do something that gets your character killed. The shortcut nerf is just a bonus.

The system will be tweaked and tinkered with until it is fair. You have to remember also that this too is in only its first stage. The final death penalty system will be much more complex and meaningful.
/me gets an evil grin.

I would favor two new animations for the weak state you are in coming back from the dead if you are holding too much. Stagger and crawl.

On your bellies, worms. ;)

Note: Not that that is going to happen anytime soon. So I advise trying to keep your characters a little safer.
Title: Re: Death Penalty
Post by: Duraza on October 20, 2007, 06:46:05 pm
perhaps if some enterprising player would also sell these at the spawn points??

Selling potions like those two newbie's at spawn points would be kinda ooc because I don't think one would actually know where those "spawn points" are.

I think its good that the penalty is up and running. I haven't been able to experience it yet but I can assure you I will  ;D

just be glad xillix didn't get his way... he wanted 6 hrs of playing time rather then 6 hours real time or game time.  :devil:

That actually sounds like it would have been fun. Maybe I'm just crazy though  :P

The final death penalty system will be much more complex and meaningful.
/me gets an evil grin.

I do hope so. I'm still a little confused about how death works when one is within the death realm (not outside it) because of the NCP's that seemingly live there without a problem. Hopefully future advancements in the game will explain this though.
Title: Re: Death Penalty
Post by: Ceraline on October 20, 2007, 07:06:58 pm
Forgive me as I'm not fully au fait with some of the intricacies of the settings, but I'm not sure why knowledge of the spawn points (Or 'exits from the DR' or whatever) would be ooc. According to the books in the DR it is common for people to pass through the DR with permanent death being rare. Hence many people must have returned to Yliakum which surely cannot have gone unnoticed or discussed ic... would it therefore not be common knowledge the points at which these people arrived at? Or have I missed something (wouldn't be the first time :-[).  ...and if UtM had his way it would become even more noticeable :'(
Title: Re: Death Penalty
Post by: bilbous on October 20, 2007, 07:32:23 pm
I think maybe it is seen as OOC because the spawn points  will eventually change, when there is more territory not all races will necessarily spawn on the first level, even. Personally I am with you though, anyone who has returned from the DR will know where their first steps were and it can be related to others.
Title: Re: Death Penalty
Post by: Dajoji on October 20, 2007, 07:49:59 pm
But it's not very realistic that they always spawn in the same spot time after time. It is that way for now but it would expect that to change as the depths of death are expanded. Maybe there'll be death portals in the living world or maybe one will respawn at a random place in a certain area or wherever their body was left.
Title: Re: Death Penalty
Post by: Enrion on October 20, 2007, 08:18:55 pm
The recent penalty doesn't really prevent me from using the DR as a shortcut. When I'm at EBD fortress and I want to go back to Hydlaa then I still will kill myself. Sitting 20 minutes with my char on the road in Hydlaa is much nicer than running around in Yliakum like a mad horse. So while my soul is sitting on the road in Hydlaa my body is doing something interesting in another dimension called the real life.

What's missing in PS is a spell like "Town Portal" and/or "Teleport to/Set Teleport Beacon". The magic system of PS is uninspired.

:beta:
Title: Re: Death Penalty
Post by: Ceraline on October 20, 2007, 08:38:19 pm
Many apologies, I appear to be dragging this thread off-topic... perhaps the ic/ rp view of returning from the DR should be or already is the subject of another thread?

Returning to the current impacts of the new death penalty especially for new players, perhaps a little more emphasis and detail of the impacts for new players may help in the tutorial (and/or MOTD?) with perhaps some information about the options? For example if your weight is over half capacity then I believe you either can sell items to the Death Guardian? and cut your losses, or take a chance when you return to the real world that you can sell by auction or call a friend to help you?

With regards to Endurance, already being below 40 makes it painful, though I've got used to it. The death penalty makes it more tedious, but not impossible to get around... perhaps a simple change to the death penalty equation would help i.e instead of active stat value being half of actual stat value perhaps it could be something like active =actual - [(actual-minimum)/2], where minimum is around 30?, thus making the impact less significant on the newer players?
Title: Re: Death Penalty
Post by: TheBlunderbuss on October 20, 2007, 10:26:07 pm
The penalty:  Stats are cut in half (str, end, agi, etc) and no mana for an hour or more of online, in-game time.

...oh and a guy comes to your house and punches you in the junk.
Title: Re: Death Penalty
Post by: Durwyn on October 20, 2007, 10:43:35 pm
The penalty:  Stats are cut in half (str, end, agi, etc) and no mana for an hour or more of online, in-game time.

by "in-game time" you mean that we have to stay logged in to be healed from the penality??
edit : 22 mins lost already ^^
Title: Re: Death Penalty
Post by: Caarrie on October 20, 2007, 10:44:33 pm
The penalty:  Stats are cut in half (str, end, agi, etc) and no mana for an hour or more of online, in-game time.

by "in-game time" you mean that we have to stay logged in to be healed from the penality??
edit : 22 mins lost already ^^

yes
Title: Re: Death Penalty
Post by: Siteri Kidachi on October 20, 2007, 10:49:40 pm
Things like this are why I'm not very interested in leveling. I never die, since I don't fight.
Title: Re: Death Penalty
Post by: sgtkwol on October 20, 2007, 11:10:51 pm
Wow, I just got the death penalty.  Not fun, but I won't think of using the DR for travel.  Which is the point, since when is death supposed to be fun?  I can suggest a small change... make it a sliding scale for the time penalty, 30 minutes for max stats.  Death penalty in seconds=stats total*2/3 would be a good formula for it.  I'm just picturing a noob dieing, gets the stat cut for half an hour, dies really easy, again, has to wait another half hour, maybe s/he finally finds out what is happening, says I hate this game b/c I can't do anything, which is true at that point, or just sits there for half an hour because they can't move anywhere, or is turned off from the game completely.  Just my 2 cents, take it or leave it.
Title: Re: Death Penalty
Post by: bilbous on October 20, 2007, 11:45:20 pm
So if you die when under the penalty is it applied again and again:firstly halved, then quartered etc.?
Title: Re: Death Penalty
Post by: Caarrie on October 20, 2007, 11:47:44 pm
So if you die when under the penalty is it applied again and again:firstly halved, then quartered etc.?

if you die for some reason when under it you will get reset back to normal till you get out and put back under it just as you were before [it does not stack]
Title: Re: Death Penalty
Post by: bilbous on October 20, 2007, 11:58:21 pm
Thanks for the prompt response. It seems odd though. Was any consideration given to keeping the penalty in the second trip to the DR and then just extending the time after leaving? In other words, you die, leave the DR suffer the penalty, die again while under the penalty, not be restored in the DR unless the penalty time runs out, then if you leave the DR while still under the penalty the timer gets reset but the penalty is not re-imposed.

I suppose some people already think it is too much. So how is the "help from the living friends" previously mentioned elsewhere going to be implemented? I realize this is just the first step.
Title: Re: Death Penalty
Post by: Xirr on October 21, 2007, 08:57:31 am
I remember when running down the stairs near Kada-el was enough to kill me. I do think that more than 20  minutes isn't that good, or we may start having a lot of afk chars near the spawn point. Also i believe the timer only counts on-line time right? Personaly i don't like afk chars, and whould like to remember that to be afk is banable ofense in many roleplay communities, thus paneshift shouldn't have a mech that encorages it.
One idea: how about the time of curse is  [sum of all stats]/24. That whould be around 50 minutes for veterans and around 15 for newbies.

That said, i am very happy with this new rule, this will surelly curb the suicide rate. :thumbup:
Title: Re: Death Penalty
Post by: Skardellinus on October 21, 2007, 10:33:54 pm
1. Great idea  in general :-[
2. Please tweak out a solution for newly joined people... ??? ...In my humble opinion there is a need for it...They won't stay as testers very long, I suppose...If I remember correctly, there is also a need for testing the 'combat system' and not only the 'roleplaying' and you would decrease the possibility there for newly joined players...(I think, I don't have to explain, why 'new powerlevellers' would soon disappear, if it stayed like it is now...For sure I am able to explain it, so feel free to ask me)

Skar...

P.S. For sure, I prefer 'roleplaying' to 'power levelling', but if you want to improve your 'combat system' in the long run future, you should have a separation between low-statistic and high-statistic players concerning the DR-punishment. Please implement a formula someone other suggested before (/24?)...Don't remember the name ;)
Title: Re: Death Penalty
Post by: Faldor on October 26, 2007, 08:10:33 pm
Just died for the first time since the penalty was introduced.  I needed to visit the DR for a quest.

It's not fun sitting here in East Hydlaa for this amount of time, but I agree with the penalty in general.  Maybe this was already mentioned (I tried to read all the posts before this one), but how about a gradual regaining of stats?

So if the penalty is 6 in-game hours, and your stats are cut in half, then maybe you would gain your stats back slowly over those 6 hours.  Seems more realistic anyway, that the effect of Death and Resurrection would slowly wear off rather than all at once.

Thoughts?
Title: Re: Death Penalty
Post by: Parallo on October 26, 2007, 08:58:50 pm
That is true. I also died for the first time since the update today by running while afk (not a good idea by the way) and found it just tedious in a non realistic sort of way. I was completely unable to move without dropping something of personal value which will just lead to having a pile of limp bodies at each spawn point eventually. It will be quite funny however when they start talking amongst themselves and trying to be IC about it.
Title: Re: Death Penalty
Post by: bilbous on October 27, 2007, 06:36:50 am
Just means you will have to suffer through the tutorial more times to have baggage handlers available and then travel lighter. (Really the tutorial is not bad but it is kind of redundant time after time. I suppose it is as it is to discourage mule type characters in part.)
Title: Re: Death Penalty
Post by: LigH on October 27, 2007, 11:11:45 am
Apart from a huge annoyance:

"Death Penalty" is known to me as "Penalty with death as result", not "Penalty with death as reason"... ;)

But fortunately, you also introduced an item "guarding" zone. So people don't get robbed of their drop stuff immediately.
Title: Re: Death Penalty
Post by: bilbous on October 27, 2007, 05:56:54 pm
One thing I approve of about the death penalty is if you fall off the face of the earth due to a bug and respawn at your racial point you do not suffer. This is still a little problematic however and an Enkidukai could use it to get to Ojaveda from the Winch and I used it last night to get from BD to Hydlaa. The Winch effect could be removed by adding a map change to a fatal drop landing, sort of like under the temple but a much greater distance. The other effect due to bad geometry that I used could be changed to respawning at the point just before you hit the "hole" instead of the racial spawn point. that might be more troublesome to code as I did fall for quite a time before I changed screens and you do not want to create an endless loop of falling/respawning. Of course I expected to respawn in Hydlaa when I jumped off the edge but I wanted, in part, to test if the death effect would be applied. I was being lazy as well, though.
Title: Re: Death Penalty
Post by: ThomPhoenix on November 23, 2007, 09:51:17 am
One thing I approve of about the death penalty is if you fall off the face of the earth due to a bug and respawn at your racial point you do not suffer. This is still a little problematic however and an Enkidukai could use it to get to Ojaveda from the Winch and I used it last night to get from BD to Hydlaa. The Winch effect could be removed by adding a map change to a fatal drop landing, sort of like under the temple but a much greater distance. The other effect due to bad geometry that I used could be changed to respawning at the point just before you hit the "hole" instead of the racial spawn point. that might be more troublesome to code as I did fall for quite a time before I changed screens and you do not want to create an endless loop of falling/respawning. Of course I expected to respawn in Hydlaa when I jumped off the edge but I wanted, in part, to test if the death effect would be applied. I was being lazy as well, though.
This is already fixed for the next release. You'll just respawn on the same map, and not your racial spawn point.
Title: Re: Death Penalty
Post by: bilbous on November 23, 2007, 05:44:27 pm
That is good to hear. It is how it should be. Thank you for the update.
Title: Re: Death Penalty
Post by: Jawn on November 23, 2007, 06:20:14 pm
Yes, very good.  \\o//  \\o// I have an Enki.... and sometimes coming out of the sewers behind the tavern sends me to Oja..... grrrrrrr...... I usually don't want to be there at that time.

.
Title: Re: Death Penalty
Post by: Cybelia on November 29, 2007, 05:23:25 pm
Kudos!   \\o//  I see spawning where you died (or close by) as a change for the better, and it also addresses concerns about using the DR for shortcuts.
Title: Re: Death Penalty
Post by: Parallo on November 29, 2007, 05:44:12 pm
Spawning where you died will cease the annoyance of short cuts but increase the annoyance of people suddenly appearing after death in the middle of rp. Somewhere on the same map but not the same spot would be ideal.
Title: Re: Death Penalty
Post by: bilbous on November 29, 2007, 05:57:46 pm
I think the last couple of posters may have missed that it is fall off the map not dying that respawns in place. I was cliff walking the other day and fell through the map and died when I hit the ground below and spawned in the DR. This is a little different, I think, than when you fall through the map and there is no bottom to hit. A death respawn will still be at the racial spawn points ... no?
Title: Re: Death Penalty
Post by: Caarrie on November 29, 2007, 06:00:36 pm
falling out of bounds in any map for any reason, will make you respawn at the spawn point for that map. no trips to the dr for ending up out of bounds
Title: Re: Death Penalty
Post by: bilbous on November 29, 2007, 06:13:35 pm
Hmm not ideal but much better than at present. I guess that would be the closest spawn point for maps with multiple entrances. A better solution might be to just make such holes impassible but that would entail a method to detect such phenomena in code and that would likely not be easy. Be sure I am not criticizing the devs efforts, just blue skying a bit.
My last comment was because it appeared that the previous posters thought the fix was for any death and I wanted to be clear that was not the case. Of course I might have misread their posts.
Title: Re: Death Penalty
Post by: Rongar Elani on November 30, 2007, 01:01:14 am
Would a healer (NPC) be able to cure you for a certain fee? Or is there no cure for Dakkru's curse? Has this already been mentioned? And how did I get here anyway?

/me waits for his intelligence to return to its normal state.
Title: Re: Death Penalty
Post by: SerqFeht on November 30, 2007, 07:04:45 am
There is (I think) a spell being made that cures it, but you can't cast it on yourself.
Title: Re: Death Penalty
Post by: Alkirin on November 30, 2007, 02:14:06 pm
I'm sure that this has been stated before; but there is a balance to be struck here...and from the sound of it, the balance has tipped a bit too far in one direction.

If the penalty for death is too severe or the toll not relatively easy to recover from, then you are going to discourage combat - in all forms; from PvP to exploring.  It is understood that the idea is to curb exploitation, but also understand the nature of the problem you are attempting to solve.  In principle, it is impossible.   No matter how ridiculously over the top you make a penalty for dying; someone will find some means to exploit it.  Continuing too far down the path will only result in a userbase that is unwilling to take any significant risk in anything.

There is no serious merit to roleplaying everyday life.  There is nothing unique or interesting or innovative in that.  If you want a story to be remotely interesting, there needs to be conflict.  Not all conflict ends in fighting, but it is going to seem odd when situations take a seriously odd turn toward the obscure and awkward when disputes that would otherwise come to blows don't because neither side wants to deal with an hour-long tedious respawn.

It isn't really roleplaying when you don't have others to interact with.  So ask the question:  What is the difference between this; and simply restricting access to playing a character outright for hours on end; only to have the character return under the tedium of being essentially crippled?

A bit much, in my opinion, toward an end that is accomplished via easier means.  It's sometimes nice to think that the system is great because no other game impliments it...but sometimes it is good to look back and ask why that is.
Title: Re: Death Penalty
Post by: Xillix Queen of Fools on November 30, 2007, 03:21:07 pm
Heh, death is a bad thing, get used to it. Death should be avoided and we instituted non lethal duels to compensate some. Some day there may be a means to alleviate the penalty . . .

For now, know that death is not good, or fun, or a shortcut. Player should take less risks. The excessive realism argument is bunk, it just is. You don't get spared from death in the real world. Most games have some means in place to discourage death.

I agree no story can move without conflict, but if there is no risk involved death has no meaning and that is much worse for the game. How can you have conflict if death itself is meaningless?
Title: Re: Death Penalty
Post by: Ironstark on November 30, 2007, 05:50:13 pm
well, someone wight of said this before but i hear there is a way of removing teh bug in a cheating way....ill try to find out more if i can...
Title: Re: Death Penalty
Post by: bilbous on November 30, 2007, 06:15:05 pm
How can you have conflict if death itself is meaningless?

Endlessly. That is as bad as no conflict though. Just think of some guild wars in passed days.
Title: Re: Death Penalty
Post by: Alkirin on December 01, 2007, 12:08:48 am
Heh, death is a bad thing, get used to it. Death should be avoided and we instituted non lethal duels to compensate some. Some day there may be a means to alleviate the penalty . . .

For now, know that death is not good, or fun, or a shortcut. Player should take less risks. The excessive realism argument is bunk, it just is. You don't get spared from death in the real world. Most games have some means in place to discourage death.

I agree no story can move without conflict, but if there is no risk involved death has no meaning and that is much worse for the game. How can you have conflict if death itself is meaningless?

It isn't an argument of excessive realism.  It is an argument of excessive, pointless, impractical means to solve a problem.  You're crushing a peanut with a sledgehammer when your bare hands would do it faster, easier, and leave the nut inside intact - then justifying yourself in stating that the peanut is still crushed, regardless of it still being edible.

Removal from the game for hours on end isn't neccessary to discourage death.  It discourages things beyond death - good things that lead to positive development.  You are going to create something stagnant with this, and for a roleplay community, that is certain death.  Anyone that has seen more than one come and go will tell you that much.  In practice, it is ALWAYS better to undercompensate, then scale upward.  Not vice-versa.

Just because you can do something, doesn't mean you should.  Going overboard rarely accomplishes much with something so relatively sensitive.
Title: Re: Death Penalty
Post by: Marqsaynt on December 01, 2007, 12:19:28 am
I personally don't find the "death penalty" excessive, pointless, or impractical. It doesn't seem to me to really "remove you from the game," worse case scenario a person has to take 30 minutes out of grinding and killing things to RP for a few minutes until they have recovered. Also, I find it from an IC point a nice tie-in to introducing the goddess Dakkru to the game settings and making her an actual entity that effects our characters. Another thing, while not completely getting rid of the "DR-shortcut" it at least has greatly diminished people committing random suicide at the mines, forge, etc., a big plus in my book.

To be honest, I only have one complaint about "Dakkru's curse" and that's that it has made the DR a rather empty place... But, with guilds like Duraza and Zan are starting, I hope that starts to change soon. ;)
Title: Re: Death Penalty
Post by: Under the moon on December 01, 2007, 12:49:22 am
/me chuckles in an evil way.

If they think the DR curse is bad, wait until folks get sent to a prison map for a week. Death and crime are two things that are not meant to be easy in this game.

Two things. If you know you might be doing something that will get you killed: A) don't carry over half your max weight. b) be more careful.
Title: Re: Death Penalty
Post by: Rongar Elani on December 01, 2007, 12:55:29 am
Also, there are potions, folks. Personally I've never used many potions, but now it might be a wise idea to have some in stock. Have a shortcut for their usage, preferably greater potions on a key you can easily reach.
Title: Re: Death Penalty
Post by: Marqsaynt on December 01, 2007, 01:04:16 am
Or even better, get your hands on a few magic weapons that increase certain important physical stats. ;)
Title: Re: Death Penalty
Post by: Duraza on December 01, 2007, 01:05:55 am
/me chuckles in an evil way.

If they think the DR curse is bad, wait until folks get sent to a prison map for a week

Prison map for a week! That doesn't sound bad, that sounds exciting  ;D
Title: Re: Death Penalty
Post by: SerqFeht on December 01, 2007, 02:08:37 am
Nearly every game out has a penalty for dying. In most, it is game over (As in nearly every console game). In online multiplayer, items go away, generally. They could just either take all your items or make you start over, if you want it so bad.
Title: Re: Death Penalty
Post by: Liadan on December 01, 2007, 03:22:22 am
Nearly every game out has a penalty for dying. In most, it is game over (As in nearly every console game). In online multiplayer, items go away, generally. They could just either take all your items or make you start over, if you want it so bad.


now there's an idea...limit the number of times that one character can die and respawn again....of course that wouldn't work if your char was training in the DR. but it's an idea. :)
Title: Re: Death Penalty
Post by: bilbous on December 01, 2007, 06:21:23 am
According to the things I have read that is how it will work in theory, how it will wind up being implemented is another story.
Title: Re: Death Penalty
Post by: tadill on December 01, 2007, 03:40:02 pm
1) /die for trainers after training and making it back to the portal you are sent back to the map that you came from.
2) /dead for the RPing this would allow your body to remain in place for a short period for a little added to the rp this person also returns to the same map.
3) the char that just dies in battle or just falling  gets the death penalty that they slowly recover from over a 30 minute period.
Every map just needs one more spawn point added at the opposite end of the current one. The trainers they go to the closest spawn point. The RPer would goto the farthest spawn point on the current map. you do not want them showing up in the current rp. those doing training or questing have been given a reprive from the dr penalty. those who rp should be able to act the part of weakness after some mage calls them back from death
Title: Re: Death Penalty
Post by: SerqFeht on December 07, 2007, 06:44:41 am
1) /die for trainers after training and making it back to the portal you are sent back to the map that you came from.
2) /dead for the RPing this would allow your body to remain in place for a short period for a little added to the rp this person also returns to the same map.
3) the char that just dies in battle or just falling  gets the death penalty that they slowly recover from over a 30 minute period.
Every map just needs one more spawn point added at the opposite end of the current one. The trainers they go to the closest spawn point. The RPer would goto the farthest spawn point on the current map. you do not want them showing up in the current rp. those doing training or questing have been given a reprive from the dr penalty. those who rp should be able to act the part of weakness after some mage calls them back from death

1+2 These will be exploited all the time. Exploits are a big reason the penalty was even added, although I like being in a prone position for rp sake.

3) More portals will be added as more maps are, in the distant future. Trainers don't need a reprieve. They are in the same situation as everyone else.
Title: Re: Death Penalty
Post by: Raa on December 08, 2007, 12:04:43 am
My suggestion...

/die: normal dying. But no teleporting.

/dead: pretending to die. Used for rps. No teleporting. When you type /live, you get back up.
Title: Re: Death Penalty
Post by: Pizzasgood on December 08, 2007, 04:21:28 am
You should call it /prone or /play-dead instead.  That way it won't confuse people.

I've experienced the death penalty a couple times now, and I have to say it's much weaker than I expected.  The way everybody was complaining I expected it to be horrible.

Besides, why should it even be considered a "penalty"?  Shoot, you just got mauled by an Ulbernaut, yet you're sitting there in the middle of town, with all your body parts and most of your items.  Be thankful you're alive at all, rather than complaining that the experience left you drained.  You should be dead.  Instead, you were given an opportunity to continue existing, with only a temporary weakness to show for it.

Aside from which, it's not even the Devs' fault.  If you don't like it, blame Dakkru. ;)
Title: Re: Death Penalty
Post by: Liadan on December 08, 2007, 09:53:01 pm
I still say that (sorry for not reading the previous threads...) the death penalty should shorten a character's life (if they ever have a lifespan that is).  For instance, say the average lifespan of a Ylian is ...75 give or take. Everytime s/he dies...1/2 a year is taken off. You could either RP it or actually have it implemented in the game (but that'll have to wait...I'm sure the devs are sharpening their pitchforks and lighting the torches for whoever comes up with another brilliant idea and wants it in right away). 

It makes sense to me. You could incorporate the idea of multiple lives into the Yliakum history with each death shortening your life span (the characters that is).  And...it would make the death penalty more fun for those that use it as a shortcut. 
Title: Re: Death Penalty
Post by: Xordan on December 09, 2007, 03:18:41 pm
Besides, why should it even be considered a "penalty"?  Shoot, you just got mauled by an Ulbernaut, yet you're sitting there in the middle of town, with all your body parts and most of your items.  Be thankful you're alive at all, rather than complaining that the experience left you drained.  You should be dead.  Instead, you were given an opportunity to continue existing, with only a temporary weakness to show for it.

Yeah, if it were up to me a person would drop all their items (including equipped and money) when they die which anybody could then pick up (once we have some way of storing items at the bank etc. anyway). You people have got it easy. However, I guess PS would be more of a 'virtual fantasy-world simulator' instead of just being a game then :P
Title: Re: Death Penalty
Post by: bilbous on December 09, 2007, 05:46:19 pm
maybe extend the period between death and respawn in the DR and allow anyone to loot the body for the duration. Anything not looted goes with you to the DR :)
Title: Re: Death Penalty
Post by: SerqFeht on December 10, 2007, 04:57:58 pm
Then 40 people would stand by the gold mines and arena, and rush any time someone died. You'd be lucky to keep a few trias  ;D
Title: Re: Death Penalty
Post by: Liadan on December 10, 2007, 06:05:37 pm
Then 40 people would stand by the gold mines and arena, and rush any time someone died. You'd be lucky to keep a few trias  ;D


he has a good point... there are other games out there that have a death penalty of dropping items and have made rules about 'bag-jumping': which is essentially players waiting around, watching someone die then looting them ASAP after they're dead. It's called bag-jumping because teh items normally are dropping in a bag/sack form. As much fun as swarming would be, there's also an IC morbidity to it. How many of us would stand around a known area for people getting killed just to take their wallet, keys, sunglasses, designer shirt...?
Title: Re: Death Penalty
Post by: bilbous on December 10, 2007, 06:15:22 pm
Now why would people be dying by the gold mine if they knew their stuff would be remaining behind? You could extend the item protection that is currently in effect so that if a character dies in combat whatever killed him owns his corpse and must be killed or driven off before it can be looted though you might have to change the default behavior so that the victor wouldn't give chase due to an insignificant attack.
Title: Re: Death Penalty
Post by: neko kyouran on December 10, 2007, 08:42:44 pm
How many of us would stand around a known area for people getting killed just to take their wallet, keys, sunglasses, designer shirt...?

characters that are of the not so nicey nice good guy types.   :devil:
Title: Re: Death Penalty
Post by: darhark on December 15, 2007, 11:42:31 pm
Permadeath

...

>Idimir keeps annoying the whole Yliakim with that. In a moment he looks confused. May be there's an idea has finally came to his head that the devs will eventually implement permadeath just for him. Oops.

_____________
To be complitely fair, i say that death becomes really a scary thing when you are somewhere near the bronze doors
Title: Re: Death Penalty
Post by: Mordraugion on December 16, 2007, 11:40:39 am
If you want your char to have permadeath click the delete button
Title: Re: Death Penalty
Post by: oningo on December 16, 2007, 12:07:07 pm
Argh i tried to type a long post upon re reading it i realised too mnay typos for me to edit them. well it was my concern for newbies , a pvp area (like the no challenge needed pit at arena) and spawn upon death from pvp in these regulated pvp areas(if there are any). cos spawning at DR on losing a pvp in these accepted area would kill all pvp practice.  I hope some thing will be done about it.. if it hasnt been done already. thnx.

 
Title: Re: Death Penalty
Post by: Rongar Elani on December 16, 2007, 12:17:16 pm
You can practically duel anywhere, anytime, without having to go to DR, since once you are defeated, you will fall to your knees with 0.1% health, while your opponent has the decision to kill you or to spare your life, and duel training is nothing that should be done with someone you don't trust. ;) So in other words, if you want to do some training, grab a bunch of friends and decide the spot.

As for dueling being dead..., I heard rumours about a hidden underground fight club, which opens at the weekends and provides people fighting for trias. Maybe ask some people from which you know to be 'good duelers', if you are interested...
Title: Re: Death Penalty
Post by: oningo on December 16, 2007, 12:21:32 pm
lol rongar hi.. i see u must have read my first post with all the typos.. real sorry bout that :). ahh nice to hear bout the dueling option now. lol since u were one of my teachers in dueling i guess i will meet u soem time. i may gewt soem free time soon to come online and meet the other buddies too. unless all are on thier alts -,-  lol