Death exp condensed

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Molag__Bal
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Joined: Mon Sep 14, 2009 8:00 pm

Re: Death exp condensed

Unread post by Molag__Bal »

DM MR wrote:
Molag__Bal wrote:I've been in some events, often those ran by Void himself, where my characters have died 2-3 times. Usually other members died more than that. Cumulative stat debuffs during events could get pretty brutal.
It doesn't need to be cumulative. A flat -6 penalty, along with a 50% speed decrease, that gets reapplied upon each death would be good enough.
During an event with combat, that penalty would have a huge negative impact on the characters involved. If the enemies were hard enough to kill them in the first place, odds are that -6 penalties and 50% movement speed decrease will result in another death. And another.

Perhaps only have the penalties apply if the character chooses to respawn via Myrkul, but not if they are raised or resurrected? At least that would affect level 30 characters that currently don't fear death.
Blackbird
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Re: Death exp condensed

Unread post by Blackbird »

TheVoid wrote:sorry, XP penalties are the only thing keeping the server from accelerating the progression to epic levels
I don't agree with this statement. If the stat debuffs prevent the player from grinding longer than it takes for him to regrind lost XP from the current penalty, he will actually reach level 30 slower than the current XP penalties allow.

A LENGHTY and/or HEAVY stat debuff is a much better option than the XP penalty.
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Simian
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Joined: Wed Apr 21, 2010 2:42 am
Location: On a Journey to the West

Re: Death exp condensed

Unread post by Simian »

TheVoid wrote:I want both XP penalty and stat debuffs.
I like to have my cake and eat it too...
Ever since this server popped up, the experience reward from monsters has gone down, as has the experience penalty on dying. The experience penalty on death will dissappear. It is inevitable Mr. Void. 8-)

Molag__Bal wrote:Perhaps only have the penalties apply if the character chooses to respawn via Myrkul, but not if they are raised or resurrected? At least that would affect level 30 characters that currently don't fear death.
And/or keep the movement speed penalty when resurrect by fellow players... to encourage catching some breath... or so.
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Molag__Bal
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Joined: Mon Sep 14, 2009 8:00 pm

Re: Death exp condensed

Unread post by Molag__Bal »

Blackbird wrote:
TheVoid wrote:sorry, XP penalties are the only thing keeping the server from accelerating the progression to epic levels
I don't agree with this statement. If the stat debuffs prevent the player from grinding longer than it takes for him to regrind lost XP from the current penalty, he will actually reach level 30 slower than the current XP penalties allow.

A LENGHTY and/or HEAVY stat debuff is a much better option than the XP penalty.
The xp penalties affect RP builds for the most part. Powerbuilds, especially those equipped with high end equipment, will almost never die unless the player behind the character is careless. I managed to get one of my fighters to level 27 before his first death, which happened when my router reset while fighting three enemies in the vault of the dead.
Blackbird
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Re: Death exp condensed

Unread post by Blackbird »

Molag__Bal wrote:The xp penalties affect RP builds for the most part. Powerbuilds, especially those equipped with high end equipment, will almost never die unless the player behind the character is careless. I managed to get one of my fighters to level 27 before his first death, which happened when my router reset while fighting three enemies in the vault of the dead.
Bingo. If the power builds hitting 30 aren't dying in the first place, the penalty as it relates to them is even more of a moot point. :|
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Charraj
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Re: Death exp condensed

Unread post by Charraj »

Blackbird wrote:
Molag__Bal wrote:The xp penalties affect RP builds for the most part. Powerbuilds, especially those equipped with high end equipment, will almost never die unless the player behind the character is careless. I managed to get one of my fighters to level 27 before his first death, which happened when my router reset while fighting three enemies in the vault of the dead.
Bingo. If the power builds hitting 30 aren't dying in the first place, the penalty as it relates to them is even more of a moot point. :|
Yeah, can't argue with that one. :?
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TheVoid
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Re: Death exp condensed

Unread post by TheVoid »

that's mo_lag and very few others who have a very special place in hell.

The rest of playerbase has their fair share of deaths. Including would be powerbuilders.

Just because you have or are building a character for powre doesn't mean you know how to use it effectively or find the right gear to make it end-game.

People like Mo_lag are made to beat the environment the only way to curb that kind of play is to ban powerbuilding altogether and go back to first edition singular classes. Any player that builds spreadsheets to play this game are hardcore nothing but a ban will stop them from beating every challenge we place in here.

That kind of play is not the norm and it's not what we build for. Besides Mo_lag and the few others that are at his level of play are pretty much staff.
Simian
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Re: Death exp condensed

Unread post by Simian »

:roll:
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Ivan38Rus
Retired Staff
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Re: Death exp condensed

Unread post by Ivan38Rus »

If you can't fight em, make em work for ya.
Molag__Bal
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Re: Death exp condensed

Unread post by Molag__Bal »

TheVoid wrote:Any player that builds spreadsheets to play this game are hardcore nothing but a ban will stop them from beating every challenge we place in here.
You keep bringing up spreadsheets, but the only one I've put together was when we were mapping the UD to find out where the CR gaps are.

The key to not dying in PvM is to avoid areas that are too difficult for you character, and not be afraid to spend a good portion of your gold on consumables. It might seem like a waste of gold to spend 9k on ten heal potions, but I would much rather spend 900 gold drinking a heal potion than lose 2k or 3k xp from dying. A wand of invisibility can also be a life saver, assuming you have the UMD to use one.
MercTroop
Posts: 126
Joined: Tue May 19, 2009 12:41 pm

Re: Death exp condensed

Unread post by MercTroop »

It all comes back to mechanics over RP.

What is the DM time line for players hitting 30?

If the DM's have a leveling time line why do we even kill things for experience. Why don't they just script a experience drip that can stacks up if a player hasn't been on for a number of days?

Every time people say there is too many epics I get so annoyed. It's a game do you really expect people to stay level one for ever?

Only in a nwn2 server would people complain about other people playing a game, and progressing to the end game. It's not like people investing all this time in their characters aren't doing it with out character development.

So if other high level players fuel other players to level up asap, delaying them isn't helping the situation. It doesn't even address the issue what if a player never dies. Or just has some one resurrect them so they never have to take the penalty.

It might be hard to believe but if you play it safe only reason to ever die is lag or a DM messing with the spawns. Look at what happens at troll parties, people wreck trolls until a DM comes along and tries to kill them.
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Simian
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Re: Death exp condensed

Unread post by Simian »

Level 30 is the get out of the jail free card, Merc. Ugh... I think I am just going to leave this topic be.
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TheVoid
Retired Staff
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Re: Death exp condensed

Unread post by TheVoid »

Leveling is not so relative. Yes, everyone has their own pace to level, but what is too fast and too many is up too the staff not the players. That is part of responsibility, there are dangers if progressjon is not c ok ntrolled and I have seen plenty of pws that never bothered to control progression andthey are sadly but predictably not aroud any longer same with the pws that micromanage your leveling or stunt it.

Everyone assumes that we will go to extremes...please get a grip. That is not what is being proposed here. I really dont care gow you personally want to handle death ic. The fact is, it has penalties it has always had penalities related to xp to control progression and make players rethink their strategy.
Blackbird
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Re: Death exp condensed

Unread post by Blackbird »

Void, I understand the difficulty inherent in managing player leveling progression. This is my first NWN2 PW RP server, but in NWN1 I was a regular on a medium/hardcore RP server for about a year and a half. Thing was, they capped the level at 20 and allowed players to import their pre-existing characters. Everyone did great RP, but anyone who was a regular was playing a power build underneath all the RP. Want to PvP for RP purposes? You better have a power build and all the weapons and armor better be tweaked to wring every last drop of stat buffs out of it. Want to participate in DM events without dying? Better have that power build ready!

It's hard to find a balance between making it easy for the people running the server to manage the players and making the players and your core community happy. As someone new to the server, I don't feel right asking certain questions about the server and its community in relation this thread because even though I've read many of the old threads here, I wasn't on the server in 2009, 2010 or 2011. To a degree, I would like to cede to your experience seeing as you have been here since 2009, but keep in mind: Sometimes change is good and it's easy to get locked into the mindset of "we've done it this way since X."
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MercTroop
Posts: 126
Joined: Tue May 19, 2009 12:41 pm

Re: Death exp condensed

Unread post by MercTroop »

TheVoid wrote:Leveling is not so relative. Yes, everyone has their own pace to level, but what is too fast and too many is up too the staff not the players. That is part of responsibility, there are dangers if progressjon is not c ok ntrolled and I have seen plenty of pws that never bothered to control progression andthey are sadly but predictably not aroud any longer same with the pws that micromanage your leveling or stunt it.

Everyone assumes that we will go to extremes...please get a grip. That is not what is being proposed here. I really dont care gow you personally want to handle death ic. The fact is, it has penalties it has always had penalities related to xp to control progression and make players rethink their strategy.
This is like the last time I asked this question, and it still didn't get answer this time.

What is the leveling time line the DM's have for people to hit 30?

Is it level 30 over 112 hours?

Which roughly translates to two hours of monster killing a night for two months. Most likely resulting in a 4 month or less time period to hit 30 for players if they RP in town for half of the time then go monster kill and RP the other half.

I really don't believe the DM/Dev staff is tweaking stuff based on a just cause, or their feelings. To spend so much time refining areas it has to be based on some over all time frame the staff has in mind. I can't see any other reason a DM/Dev would even say some thing like there is too many epics.

If the DM team told players what the official time frame they were aiming for it would made suggesting things easier. All the tweaks to experience points could be broken down and make sense player side. Areas that give too much or too little would be easier to notice.

Edit: Knowing what the time frame is makes knowing if exp hit is too much or too little. Since you can add in the number on how much a player would be delayed to thirty.

Staff hasn't even touched on things from a RP perspective. RP wise I would consider the current system a complete failure.

It's not clear how experience points loss should be RPed, or if it even should be. If its the latter what does it even contribute to RP?

People would be careful especially once they die, a experience penalty isn't reinforcing it.

All stat debuff on all deaths/kos might help with people ignoring death during DM events. Once they die they can't just run back in or they would die faster. Which the DM should be punishing them for if they do during a event.
"You got it buddy; the large print giveth, and the small print taketh away!"
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