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Re: New Cyric Dialog / Death and Recovery System

Posted: Thu Jun 15, 2023 3:18 pm
by gedweyignasia
Winterborne wrote: Wed Jun 14, 2023 11:14 am I don't understand how them wanting to play multiple characters is a problem. If they have the option and that's what they prefer it doesn't hurt anyone else to let them.
I firmly believe that alts are a good thing and we should support people who want to play them. There's no question about that.

With regards to our death system, I think this will be a good change that encourages players to RP the possible negative consequences of adventuring, rather than RPing around those consequences. While a debilitated PC might continue adventuring, they'd be more conservative in the challenge they take on, possibly bring allies, etc. Or they might choose to convalesce in safety. Either way, having the character actually live out that experience in the server encourages players to expand on a part of their character that they might ordinarily not give as much thought to. Showing some vulnerability can create a lot of depth and help characters connect with one another better.

Re: New Cyric Dialog / Death and Recovery System

Posted: Thu Jun 15, 2023 4:00 pm
by Genuinely Spurious
gedweyignasia wrote: Thu Jun 15, 2023 3:18 pm
Winterborne wrote: Wed Jun 14, 2023 11:14 am I don't understand how them wanting to play multiple characters is a problem. If they have the option and that's what they prefer it doesn't hurt anyone else to let them.
I firmly believe that alts are a good thing and we should support people who want to play them. There's no question about that.

With regards to our death system, I think this will be a good change that encourages players to RP the possible negative consequences of adventuring, rather than RPing around those consequences. While a debilitated PC might continue adventuring, they'd be more conservative in the challenge they take on, possibly bring allies, etc. Or they might choose to convalesce in safety. Either way, having the character actually live out that experience in the server encourages players to expand on a part of their character that they might ordinarily not give as much thought to. Showing some vulnerability can create a lot of depth and help characters connect with one another better.
Will level restrictions on areas be lifted as well as the loot in the chests? Sure they could choose to continue adventuring, but they won't get anything the way it's set up.

Re: New Cyric Dialog / Death and Recovery System

Posted: Thu Jun 15, 2023 4:09 pm
by gedweyignasia
Genuinely Spurious wrote: Thu Jun 15, 2023 4:00 pm Will level restrictions on areas be lifted as well as the loot in the chests? Sure they could choose to continue adventuring, but they won't get anything the way it's set up.
To be clear, this is a penalty for dying, not an incentive to die or a mechanism that allows characters to scale their build down to grind more content by dying.

I want to reiterate:
With regards to our death system, I think this will be a good change that encourages players to RP the possible negative consequences of adventuring, rather than RPing around those consequences. While a debilitated PC might continue adventuring, they'd be more conservative in the challenge they take on, possibly bring allies, etc. Or they might choose to convalesce in safety. Either way, having the character actually live out that experience in the server encourages players to expand on a part of their character that they might ordinarily not give as much thought to. Showing some vulnerability can create a lot of depth and help characters connect with one another better.

Re: New Cyric Dialog / Death and Recovery System

Posted: Thu Jun 15, 2023 4:44 pm
by selhan
While yall at it bring back old fugue! That really made players that died feel like they f' up! :lol:

Image

Re: New Cyric Dialog / Death and Recovery System

Posted: Thu Jun 15, 2023 4:59 pm
by Steve
Lol. I used to spend hours getting chat XP in the old Fugue.

Re: New Cyric Dialog / Death and Recovery System

Posted: Thu Jun 15, 2023 5:21 pm
by Genuinely Spurious
gedweyignasia wrote: Thu Jun 15, 2023 4:09 pm
Genuinely Spurious wrote: Thu Jun 15, 2023 4:00 pm Will level restrictions on areas be lifted as well as the loot in the chests? Sure they could choose to continue adventuring, but they won't get anything the way it's set up.
To be clear, this is a penalty for dying, not an incentive to die or a mechanism that allows characters to scale their build down to grind more content by dying.
To be clear, I was asking a question. Not asking for your snarky comment. You just said in your post that folks will need to take on a lesser challenge while the penalty is active. Just how are they supposed to do that with no content to take on. It's a legit question. How about dropping the attitude?

Re: New Cyric Dialog / Death and Recovery System

Posted: Thu Jun 15, 2023 5:37 pm
by Aspect of Sorrow
Anecdotal, but so far the people that I've partied with who have a slew of alts in their repertoire aren't incentivized to log into an alt due to the recovery malus, they're more frustrated that they can't continue on the character they made a decision to play and have to idle out the timer because they died to something like a frost giant's multiple critical in the same attack. They're in a party already, they're already stocked, they're already to go. Most deaths in the history of BG doesn't get much than a one-liner response, if that. The online requisite to the timer is something I disagree with. XP loss is a frustration for pre-epics, and I think this system takes it in a better direction, but it doesn't feel complete.

Development, you have an opportunity for a gold sink for removal of the malus so that the epics can continue on about their day in game, but don't take advantage of it - leaving something of a stale taste for those that have to loiter, and if they were in a party, chances are they played a role that hamstrings the party from continuing. A player's time and options needs to be better considered, that's all that's asked. Scale the malus removal cost appropriately to the loot CR of the area they're in.

Re: New Cyric Dialog / Death and Recovery System

Posted: Thu Jun 15, 2023 6:02 pm
by Rhifox
A gold sink (or exp sink) to remove the penalty sounds like an interesting idea.

I also agree that the penalty should only kick in around level 5 or so.

Re: New Cyric Dialog / Death and Recovery System

Posted: Thu Jun 15, 2023 6:05 pm
by Steve
So, is that an ask for the ability to “pay” Cyric off at 1,000 Gold Coin per Level?

That still feels pretty cheap.

Just (do-me) RP that your toon is hurt, because, well…it (do-me) died!

Re: New Cyric Dialog / Death and Recovery System

Posted: Thu Jun 15, 2023 6:08 pm
by DM Ink
Thank you everyone for your feedback and suggestions. I'll happily add this on to discussion and see how we can improve it!

Re: New Cyric Dialog / Death and Recovery System

Posted: Fri Jun 16, 2023 2:33 am
by blazerules
This system is an improvement over what we had before.

But I feel like it's not the ideal improvement given the state of PvE.

Its like if dark souls had janky mechanics with a lot of random bs. It would never work.

We have too much cheese in the way of mobs with their checks, skills, random immunties and difficulty for it to be the ideal solution. But the rework is slowly coming and should ease things as time goes on imho.

Just a case of it's a great solution but everything's interconnected. So I'm not sure how much of the problems with the system are to do with the system itself or the things around it.

Re: New Cyric Dialog / Death and Recovery System

Posted: Fri Jun 16, 2023 4:04 am
by DaloLorn
Genuinely Spurious wrote: Thu Jun 15, 2023 5:21 pm
gedweyignasia wrote: Thu Jun 15, 2023 4:09 pm
Genuinely Spurious wrote: Thu Jun 15, 2023 4:00 pm Will level restrictions on areas be lifted as well as the loot in the chests? Sure they could choose to continue adventuring, but they won't get anything the way it's set up.
To be clear, this is a penalty for dying, not an incentive to die or a mechanism that allows characters to scale their build down to grind more content by dying.
To be clear, I was asking a question. Not asking for your snarky comment. You just said in your post that folks will need to take on a lesser challenge while the penalty is active. Just how are they supposed to do that with no content to take on. It's a legit question. How about dropping the attitude?
Even in epics where the penalty is strongest, there's a wide range of challenges, ranging from the nigh-unassailable (Mount Speartop, Skull Gorge, Land/Wagons Ho, Forgotten City, Wilds Descent) to the virtually-trivial (Frost Giant Keep, Cloud Peaks lich cave, Reaching Woods, Oghrann, Duergar Compound). Presumably if your whole party gets wiped out (which is, occasional bugs notwithstanding, the only way you can get a penalty unless you're too impatient to get pulled out of the Fugue), it will be at the high end of their performance envelope, which still leaves them with things to do.

Furthermore, depending on how reckless they were the first time, it's possible that they might be able to go back to the same area, just playing it more carefully or bringing along a few new allies. A 4-level drain (the highest Minor Recovery can go, from level 25 onward) and -2 to ability scores is going to make a dent, but it is not going to leave a character hopelessly combat-ineffective unless they were barely capable of fighting in the first place. (To recap, the combined effects here are -5 AB, between -1 and -4 damage per hit, -1 to -2 AC, -30 maximum HP, -5 to all saving throws, -4 to caster levels, between -5 and -7 to spell DCs, and -11 to all skill checks. The harshest hits are to DC casters and sneaks because BioWare made some weird choices when implementing negative levels, but martials will generally just be slowed down, and a mixed party will mitigate the harsher penalties.)

Alternatively, they can spend up to half an hour talking in an inn or wherever. I don't really see much snark in Ged's post, especially when I also read the part you omitted from your quote:
Hidden: show
gedweyignasia wrote:I want to reiterate:
With regards to our death system, I think this will be a good change that encourages players to RP the possible negative consequences of adventuring, rather than RPing around those consequences. While a debilitated PC might continue adventuring, they'd be more conservative in the challenge they take on, possibly bring allies, etc. Or they might choose to convalesce in safety. Either way, having the character actually live out that experience in the server encourages players to expand on a part of their character that they might ordinarily not give as much thought to. Showing some vulnerability can create a lot of depth and help characters connect with one another better.
Aspect of Sorrow wrote: Thu Jun 15, 2023 5:37 pm Anecdotal, but so far the people that I've partied with who have a slew of alts in their repertoire aren't incentivized to log into an alt due to the recovery malus, they're more frustrated that they can't continue on the character they made a decision to play and have to idle out the timer because they died to something like a frost giant's multiple critical in the same attack. They're in a party already, they're already stocked, they're already to go.
These statements seem either mutually inconsistent, or misunderstanding the system. If they died in a party, they probably won't get into Recovery unless the whole party collectively screwed up, because the surviving party members will bring them back. And if the whole party did get wiped out, then that is definitely a noteworthy event, and they can discuss their offscreen escape and their mistakes, so as to avoid repeating them again.

I'd understand if you omitted the "They're in a party" bit, but I see TPKs as an avoidable edge case.
Most deaths in the history of BG doesn't get much than a one-liner response, if that.
Continuing off my edge case comment above, TPKs that the party subsequently proceeds to completely ignore are so far off the bell curve that any marbles they drop won't roll away. Deaths? Sure. Party wipes? Never seen it.
The online requisite to the timer is something I disagree with. XP loss is a frustration for pre-epics, and I think this system takes it in a better direction, but it doesn't feel complete.

Development, you have an opportunity for a gold sink for removal of the malus so that the epics can continue on about their day in game, but don't take advantage of it - leaving something of a stale taste for those that have to loiter, and if they were in a party, chances are they played a role that hamstrings the party from continuing. A player's time and options needs to be better considered, that's all that's asked. Scale the malus removal cost appropriately to the loot CR of the area they're in.
This feels interesting, we could use some more gold sinks... but it has to be hefty enough to outweigh the probable profits of the adventures they'll immediately rush back into. Would people really be willing to pay somewhere on the order of 1-2k per minute to circumvent Recovery? :|

Re: New Cyric Dialog / Death and Recovery System

Posted: Fri Jun 16, 2023 9:47 am
by gedweyignasia
DaloLorn wrote: Fri Jun 16, 2023 4:04 amI don't really see much snark in Ged's post, especially when I also read the part you omitted from your quote:
Hidden: show
gedweyignasia wrote:I want to reiterate:
With regards to our death system, I think this will be a good change that encourages players to RP the possible negative consequences of adventuring, rather than RPing around those consequences. While a debilitated PC might continue adventuring, they'd be more conservative in the challenge they take on, possibly bring allies, etc. Or they might choose to convalesce in safety. Either way, having the character actually live out that experience in the server encourages players to expand on a part of their character that they might ordinarily not give as much thought to. Showing some vulnerability can create a lot of depth and help characters connect with one another better.
That's actually on me! It was part of my first post that they quoted, and I edited it into the second post after they replied, because I was concerned that if they read that as snarky, maybe someone else might too. Edit happened after they replied.

Re: New Cyric Dialog / Death and Recovery System

Posted: Fri Jun 16, 2023 11:13 am
by DaloLorn
gedweyignasia wrote: Fri Jun 16, 2023 9:47 am
DaloLorn wrote: Fri Jun 16, 2023 4:04 amI don't really see much snark in Ged's post, especially when I also read the part you omitted from your quote:
Hidden: show
gedweyignasia wrote:I want to reiterate:
With regards to our death system, I think this will be a good change that encourages players to RP the possible negative consequences of adventuring, rather than RPing around those consequences. While a debilitated PC might continue adventuring, they'd be more conservative in the challenge they take on, possibly bring allies, etc. Or they might choose to convalesce in safety. Either way, having the character actually live out that experience in the server encourages players to expand on a part of their character that they might ordinarily not give as much thought to. Showing some vulnerability can create a lot of depth and help characters connect with one another better.
That's actually on me! It was part of my first post that they quoted, and I edited it into the second post after they replied, because I was concerned that if they read that as snarky, maybe someone else might too. Edit happened after they replied.
... Oh. Okay, yeah, I could see that then. :lol:

Re: New Cyric Dialog / Death and Recovery System

Posted: Mon Jun 19, 2023 1:18 pm
by Dragonslayer
Winterborne wrote: Wed Jun 14, 2023 9:33 am Max level characters would pick the XP loss every time if there was a choice. I do think the penalties are a bit lengthy myself but I like the intent and I'd prefer adjustments to the timers if any changes were to be made, rather than being able to opt out of any kind of meaningful penalty.

I will say I do think that it not counting down while offline is a bad choice. If someone only gets a half hour here or there to play then dies and respawns because they don't have time to wait around they are potentially looking at multiple days of not being able to go out soloing as a result. Someone without much time is likely to be frustrated by this, especially if they can't find people to RP with reliably in their play window to keep occupied while waiting it out.

I don't have a problem with them logging out and playing again tomorrow and don't think they should be penalized for that. It's better than them logging in and going afk while the debuff clears.
I'd have to echo and agree with this point. The point of the death system is to be punitive to an extent, but this seems to be punishing players who may not have time to kill sitting around in game moreso than others. Don't get me wrong, the system is a vast improvement, but I feel as though it doesn't respect a player's time to force them to play in order to allow them to ... well, play.

The punishment should be that the character is forced to be unavailable to play, or forced to play at a detriment for a set period of time in order to disincentivize reckless solo'ing and taking the Fugue train ten times an hour for a level 30. I think forcing a player to have their character active, in game in order to return their character to normal is a step too far, especially for a first time death penalty of four levels for a level 30.

However, those are just my thoughts. Thank you to the staff for creating a new way for us to suffer, besides being in Ink's events. ;)