Get rid of XP loss on respawns

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GholaMan
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Get rid of XP loss on respawns

Unread post by GholaMan »

The suggestion is simple, get rid of XP loss on respawns. Its archaic and i'm not entirely sure what the point of it is or how it enhances anyone's experience while playing on the server. On one hand I can agree with the sentiment of encouraging people to always group together for grinding/RP. On the other hand, there are a lot of reasons people can die outside of trying to be a lone wolf and shouldn't be punished with XP loss for it.
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DiceyCZ
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Re: Get rid of XP loss on respawns

Unread post by DiceyCZ »

I disagree, it's not archaic at all and I think that putting a preassure on not dying increases the value of RP and preparations around adventuring not allowing for it to be just mindless grind where when you die somewhere you don't just get up and run into monsters again over and over letting your character get massacred dozen times in one day without any consequence...also pretty sure the XP loss is partially due to your character losing couple hours of memory before their death, hence experience.

Personally I have played on servers where long before hitting max level death meant couple months of XP down the drain, boy were we over prepared and RPed the heck out of every adventure. And I was happy, well sometimes ticked off but on the whole it felt more immersive and you cared more about what happened to your character...all too often it seems like characters here don't have any sense of self preservation, only because there's no real consequence in dying so "meh, I died again" proclamations were way too common a thing, honestly the XP you lose here for dying is peanuts you can make back in a day at worst.
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Tacticus001
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Re: Get rid of XP loss on respawns

Unread post by Tacticus001 »

I've tried this on other games and it just makes the game feel cheap. No incentive to survive, keep all your stuff and xp on respawn. At least on this server it's only an xp loss and it's not that bad of a loss until you reach epic levels.

I can agree to some extent the xp loss is more annoying than a penalty, since it really it just means you would have to grind xp longer.
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Mursey
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Re: Get rid of XP loss on respawns

Unread post by Mursey »

My personal feeling is that the XP loss penalty is too forgiving. We need to lose much, much more XP with each death.
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Young Werther
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Re: Get rid of XP loss on respawns

Unread post by Young Werther »

Death = free port back to BG @ level 30. Get to 30 nub
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Wolfrayne
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Re: Get rid of XP loss on respawns

Unread post by Wolfrayne »

I feel like there should be a penalty for death. Im not sure i would go the XP route because as stated once you hit max level its meaningless. If there was some kind of say "resurrection sickness" that gave you negative levels for a duration or something that couldn't be removed for an hour or so people would be a little more careful.
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Deathgrowl
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Re: Get rid of XP loss on respawns

Unread post by Deathgrowl »

Neon sign above the head of the person who died saying "this person recently died lolnoob" that stays for 5 online hours (so if you log out to try evading shame, it will stick until 5 hours online has passed) along with a server wide announcement "[character] just died roflroflrofl point and laugh" whenever you die.
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Ravial
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Re: Get rid of XP loss on respawns

Unread post by Ravial »

Deathgrowl wrote: Fri May 03, 2019 11:50 am Neon sign above the head of the person who died saying "this person recently died lolnoob" that stays for 5 online hours (so if you log out to try evading shame, it will stick until 5 hours online has passed) along with a server wide announcement "[character] just died roflroflrofl point and laugh" whenever you die.
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Young Werther
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Re: Get rid of XP loss on respawns

Unread post by Young Werther »

... I actually like that idea, Death Growl. :lol: :lol:
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Deathgrowl
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Re: Get rid of XP loss on respawns

Unread post by Deathgrowl »

Ravial wrote: Fri May 03, 2019 1:47 pm Image
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Blackman D
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Re: Get rid of XP loss on respawns

Unread post by Blackman D »

...winter troll taking the bait? :naughty:
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GholaMan
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Re: Get rid of XP loss on respawns

Unread post by GholaMan »

DiceyCZ wrote: Fri May 03, 2019 8:45 am I disagree, it's not archaic at all and I think that putting a preassure on not dying increases the value of RP and preparations around adventuring not allowing for it to be just mindless grind where when you die somewhere you don't just get up and run into monsters again over and over letting your character get massacred dozen times in one day without any consequence...also pretty sure the XP loss is partially due to your character losing couple hours of memory before their death, hence experience.

Personally I have played on servers where long before hitting max level death meant couple months of XP down the drain, boy were we over prepared and RPed the heck out of every adventure. And I was happy, well sometimes ticked off but on the whole it felt more immersive and you cared more about what happened to your character...all too often it seems like characters here don't have any sense of self preservation, only because there's no real consequence in dying so "meh, I died again" proclamations were way too common a thing, honestly the XP you lose here for dying is peanuts you can make back in a day at worst.
In what way does loosing XP correlate to good RP? In fact I would argue that the opposite is true loosing XP upon respawning just encourages more grinding, because now lets say you are level 15 and you loose 1.5k XP. Now you spend the time gaining the XP back through more grinding, there is no incentive when you respawn to not immediately go gain back that XP in an area that wont kill you. That is one of the reasons death is treated flippantly, its an investment of time and nothing else you loose nothing but time. I don't think creating a time sink via more grinding is good game design. I think a better idea than loosing XP is a period of time that you cannot gain XP via grinding. So for example level 15 fighter guy goes to fight xvarts with rogue guy, they both die and have to respawn, and so for twenty minutes because they gain nothing from grinding they go and look for another party member or two. RP, get more supplies, talk about tactics etc. And there is an actual incentive to do that, because at the very least you can gain RP XP.

Preparation sure I can agree with you there, but there are more ways besides just not paying attention or deciding to wade through the netherese ruins solo to die. Death by lag, death by bug, death by divine trap for 200+ damage. Death because you rolled a 1 on your save, which unless you take feats for it, no amount of preparation can stop. But actually at worst I could take more than a day to get back the XP, not everyone is going to have a build that is amazing at combat. At epic levels if the party wipes then you could be waiting days depending on activity schedules of others the levels of other players at the time you log in. If you play in the UD or other barriers such as incompatible alignment that would prevent you from getting a group to gain XP.
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Kaeldre
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Re: Get rid of XP loss on respawns

Unread post by Kaeldre »

Loosing xp in and of itself does not better role-play. The threat of loosing it does. What is argued for here is that the current system offers greater consequence to the act of dying. Which in turn gives players incentive to avoid it. Your suggestion would do the opposite by the same chain of logic.

I would argue that the opposite is true loosing XP upon respawning just encourages more grinding
I find your claim doubtful. The natural reaction to loosing is not encouragement to try again, it is discouragement of that activity. There are certainly people who will rise up to the challenge in the face of defeat, but far from everyone will. In the end, the loss of experience does not equate to more grinding being done after death.
There are more ways besides just not paying attention or deciding to wade through the netherese ruins solo to die. Death by lag, death by bug, death by divine trap for 200+ damage. Death because you rolled a 1 on your save
Just because there are a few unfair ways to die it does not mean that we should make dying more trivial. I would not pin dying by traps or rolling badly to this category however. The former can be detected and dissarmed, the latter can be negated through immunities. I dont think the remaining two reasons warrants change.
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chad878262
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Re: Get rid of XP loss on respawns

Unread post by chad878262 »

people die due to unfair circumstance all the time...I'd say that is a realistic expectation. Preparedness does not make you immune, it simply attempts to reduce your risk of an untimely end to as close to zero as possible. ;)

Rather than saying the current system is not of value why not propose an alternate system to see if it gets legs. Deathgrowl's alternative has merit. And the loss of XP is certainly considered more palatable to some than the proposal of permanent character death. XP loss is a bit of a compromise and a decent one considering that early on the penalty is relatively light and only gets truly frustrating at higher levels when you should theoretically have had time to learn your build and better prepare your PC to avoid death. Finally, as you get higher in level RP XP can rival 'grinding' XP thus offering a safe alternative to grinding that promotes making the attempt to engage with others and advance stories.
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Mallore
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Re: Get rid of XP loss on respawns

Unread post by Mallore »

I’ve always wished I had a choice between losing XP or gold. Both punish at low levels... for those who want to punish. Yet offers flexibility to players whom want a bit more freedom in how risks are managed.

I would further like to see the fuge plan removed ((rather have other areas)). Rather on death you can wait for health or chose to respawn and you appear at a friendly temple to your character/alignment.

Just some of the thoughts I have to improve the life and death on the server.


Ps I would also include hard mode for those whom enjoy permdeath. A character with a blank god selection can not respawn because no temple to go to.... as such can only chose to lay on the ground waiting for a res
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