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Re: Death exp condensed
Posted: Mon Mar 25, 2013 12:05 am
by Gilthanus
I don't know if this had been mentioned, but I played nwn1 on richterm's retreat, I believe you could pay Myrkull off in gold or XP. We could do that maybe, make people have a tough choice, I know it's taking me forever to afford that damn wyvern dagger.
Re: Death exp condensed
Posted: Mon Mar 25, 2013 9:28 am
by Laenor
Kinda agree.
Or how about beeing able to pay myrkul with high valuable gems :
Diamonds, emerald, canary diamonds (Basically, any gem worth more than 1000 gp)
That would boost the use and value of such gems.
Re: Death exp condensed
Posted: Mon Mar 25, 2013 10:22 am
by TheVoid
The only things that need fixing on the death system:
1. Corpse bug, non-raisable
2. Corpse bug when Carrying a corpse and being pwn'd
3. PvP death send back to home location is ureliable.
4. PvP death send back to home location timer is too short to activate on multiple felled opponents.
Stat debuff would be better as an AFTER EFFECT of being raised or rezz'd so you don't get up like nothing ever happened in a middle of a fight and keep going. Most players RP side-affects from being raised, why not include mechanical ones? As they say "Practice what you preach".
Stat debuff in place of XP penalty? Not going to happen. -2? or a -4 to stats? Please, with all the gear, buffs, and consumables that are available, this will not set back anyone who knows how to build a character from a mechanics perspective. Yeah, it's annoying not to be optimal but you are just targetting the new, the broke, and the non-powerbuild players with that kind of annoyance. An epic FS/BG can have -4 to all their combat stats and do just fine against our epic areas after buffing, same with any UMD based characters that invest in consumables to supplement their power.
Re: Death exp condensed
Posted: Mon Mar 25, 2013 12:48 pm
by Duster47
TheVoid wrote:Stat debuff would be better as an AFTER EFFECT of being raised or rezz'd so you don't get up like nothing ever happened in a middle of a fight and keep going. Most players RP side-affects from being raised, why not include mechanical ones? As they say "Practice what you preach".
I actually implemented this associated with using a certain "plank" on a certain guild area. No one ever complained. Though I do not know how often it is used.
Re: Death exp condensed
Posted: Mon Mar 25, 2013 1:08 pm
by sobebop
i think the gold, or precious item cost to Myrkul has merit. it could not be a 1 to 1 deal though, as that would not be painful.
it could start out 1 to 1, as early lvls paying the xp is not painful. i'd say it starts to get worse at lvl 10, 15, 20 etc... where a player might sacrafice ludicrous amounts of gold, if given the option. EPIC gold sink.
let's consider a 1 to 1 price, gold or xp to rez, by Mrykul for lvl 10 and below, and increase the ratio drastically from there...
< lvl10: 1 to 1 gold to xp
lvl11-lvl20: 10 to 1 gold to xp
lvl21-lvl30: 100 to 1 gold to xp
if this is too harsh, then something like this:
< lvl10: 1:1
lvl11-lvl15: 5:1
lvl16-lvl20: 10:1
lvl21-lvl25: 50:1
lvl26-lvl30: 100:1 gold to xp.
it would have to be alot of gold, imo, and isnt that a good thing, to get gold from players?! idk.
Re: Death exp condensed
Posted: Mon Mar 25, 2013 3:05 pm
by 7threalm
well part of the problem also is level 30's do crazy thing because they know they will not suffer any xp loss, especially for epic grinding for good items,
level 30 player- lets go kill the frost king the 2 of us
level 25 player-well you have nothing to lose except a walk back but if I die it costs me 2500 xp
I've also notice how this affect rp because some of the level 30's don't care about dying so they always want to do the worst thing possible, fight the worst thing possible, instead of just walking away...because they metagame know it won't hurt their character if they die
and the dm won't ever take xp from them cause of complaining
just my 2 cents,
that's why i always like the being able to lose levels etc...keeps people honest and play their charater more realistically, oh theres 1000' orc theres
Leroy Jenkins.....
epic fights are not epic unless you have something to lose....
level 1-10 no chance of de-leveling (new player friendly)
level 10-30 chance of de-leveling (you should know risks by this point)
I bet you will see a lot less epic gear floating around...
Re: Death exp condensed
Posted: Mon Mar 25, 2013 3:37 pm
by Blame The Rogue
i like the death system as is, minus the bugs listed above
everyone will have a different opinion on this subject
edit: I don't like dying, even at 30. hurts my pride. and my characters are usually capable, and act accordingly, IE, for say great white wyrm, big capable party needed. no suicide runs
Re: Death exp condensed
Posted: Mon Mar 25, 2013 7:55 pm
by Simian
I've said it before, but I could do just fine without experience penalty. Just make the run to Myrkul longer, if you must have some manner of penalty.
For example, past few days I've been playing a bit. Trying to make my character gain a level, so to speak. My character died twice, both times from taking stupid risks. First time; clicking on a trapped chest I know to deal too much damage far too often and when my character was on low health. Second time; trying to sneak into safety, when I could have just waited in a safe location for my regeneration cloak to heal my character.
I paid my penalties, but I did want to regain the lost experience. So I grinded, until I was just two hundred experience points away. When I met some other characters that I actually would have wanted to role-play with. Too bad that due to all that monotonous grinding, all I could say was sorry - tired - and thanks for teaming up for few minutes.
I do not think experience penalties have ever improved my role-playing, only hampered.
So, what is your take on a really long corridor? Or a maze to reach Myrkul? (Instead of experience penalty.)
Re: Death exp condensed
Posted: Mon Mar 25, 2013 8:57 pm
by Gilthanus
I think the run to myrkul is bad enough, the XP penalty is actually less painful than tha long slow run.
Re: Death exp condensed
Posted: Tue Mar 26, 2013 3:46 am
by Simian
No it is not.
Re: Death exp condensed
Posted: Tue Mar 26, 2013 5:41 am
by Eclypticon
By all means. Lets go ahead and add some mechanical penalties to make us feel like better RPers. Anything to lessen the server population like other PWs have done. It will just make the grinders more happy with their massive stock piles of loot growing like the rabbit population in spring.
On another note, I would really like to see the dread master added and the death domain given a boost. I can just imagine some folks spending all their time RPing in the fugue until they level up and face Myrky with firey eyes.
Why don't we start a fugue guild and sit around the camp fire next to the wall of the faithless and sing with the chorus of the damned.
Re: Death exp condensed
Posted: Tue Mar 26, 2013 6:38 am
by Laenor
Gilthanus wrote:I think the run to myrkul is bad enough, the XP penalty is actually less painful than tha long slow run.
You haven't played in epic levels much, then

Re: Death exp condensed
Posted: Tue Mar 26, 2013 7:28 am
by Hoihe
Eclypticon wrote:By all means. Lets go ahead and add some mechanical penalties to make us feel like better RPers. Anything to lessen the server population like other PWs have done. It will just make the grinders more happy with their massive stock piles of loot growing like the rabbit population in spring.
On another note, I would really like to see the dread master added and the death domain given a boost. I can just imagine some folks spending all their time RPing in the fugue until they level up and face Myrky with firey eyes.
Why don't we start a fugue guild and sit around the camp fire next to the wall of the faithless and sing with the chorus of the damned.
I already did that thingy.. a few times.
2k xp from level up?
RP it off, then talk to good ol' Myrkul

. As far I know, there is nothing against RPing there so long you forget it.
Re: Death exp condensed
Posted: Wed Apr 03, 2013 12:21 am
by Catam
This is an excerpt from page 258 of the FR Campaign Setting regarding the Afterlife. As the book is post ToT and Kelemvor has replaced Myrkul, it still should be the same Fugue Plane and be business as usual. If anyone knows of any differences of the Fugue under Myrkul's rule than is found in the excerpt, please share the source! Thanks in advance.
The point of the excerpt is simply to show that the Fugue can be more than just the typical "Oh poop, I died and lost my XP! Now I gotta run all the way to the bone castle and talk to Mr. Myrks..." Instead of this, perhaps NPC agents of the deities can offer to take a character away with them... offering an RCR right there in the fugue. How many frustrated players would use that?!?!?
One could also deal with the devils and demons as described... how many warlocks of Faerûn had their start there? The demon NPC would simply offer an RCR to a character without a deity while the devil NPC could offer to completely restore the character with no xp.... or give them a 500 xp per level hit! Roll the dice and let them fall where they may!
Since that would require some work from our already busy developer staff, it might be best to keep it simple for now. Still have the 100 xp per level when talking to Myrkul but then apply a 50% of current level drain effect and set the character's STR to 0 while resetting the rest timer when returning to the Toril, whether talking to Myrkul or getting raised at a temple or by spells. Once the character rests, the strength and levels would be restored.
Re: Death exp condensed
Posted: Wed Apr 03, 2013 9:41 am
by Hoihe
Strength should be at least 4, since 0 would mean the character is unable to move at all, PnP-vise. 4 should allow them to cripple their way to rest.
One thing I never understood, which deity does a soul who worships many deities go?
And what about worshipping deities of another race? Of multiple races, even.
Do they become the race of that god's portfolio in their realm or do they become a sore thumb there?