Author Topic: Death Penalty  (Read 11974 times)

Skardellinus

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Re: Death Penalty
« Reply #30 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 ;)

Faldor

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Re: Death Penalty
« Reply #31 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?

Parallo

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Re: Death Penalty
« Reply #32 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.
I suggest the statue of Laanx gets turned into a statue of Parallo <3. An NPC could never replace the huge hole he left in my heart when he died  :'(

bilbous

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Re: Death Penalty
« Reply #33 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.)

LigH

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Re: Death Penalty
« Reply #34 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.

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bilbous

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Re: Death Penalty
« Reply #35 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.

ThomPhoenix

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Re: Death Penalty
« Reply #36 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.
We're not evil. We're simply amazing.

bilbous

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Re: Death Penalty
« Reply #37 on: November 23, 2007, 05:44:27 pm »
That is good to hear. It is how it should be. Thank you for the update.

Jawn

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Re: Death Penalty
« Reply #38 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.

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Cybelia

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Re: Death Penalty
« Reply #39 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.

Parallo

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Re: Death Penalty
« Reply #40 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.
I suggest the statue of Laanx gets turned into a statue of Parallo <3. An NPC could never replace the huge hole he left in my heart when he died  :'(

bilbous

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Re: Death Penalty
« Reply #41 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?

Caarrie

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Re: Death Penalty
« Reply #42 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

bilbous

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Re: Death Penalty
« Reply #43 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.

Rongar Elani

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Re: Death Penalty
« Reply #44 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?

* Rongar Elani waits for his intelligence to return to its normal state.
« Last Edit: November 30, 2007, 01:04:18 am by Rongar Elani »

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