Death exp condensed
Posted: Sat Dec 31, 2011 1:15 am
There are two threads about death exp one about high level PC's one about low level Pc's. So I made this thread with my suggestion, since I do think death exp penalty needs to get dropped down a bit.
Before posting comments here there are a few things people need to keep in mind. Pretend that your a new player on this server, you don't know any one out of character, you don't know about the quests, what areas to go to. So that means you don't know how to use certain quests to your advantage or have people speed level you from level one.
Now ignoring quests, which if they bug out you have no choice to. Lets say for sake of simplicity your making roughly forty experience per a kill. Assuming that it takes you fifteen seconds to kill a monster, with another ten seconds to find another. So each monster roughly takes twenty five seconds to kill.
At a lower level of say three you would lose 300 experience points which would take you roughly three minutes to get it back. That is excluding time spent running back to a mob from town, or time it takes your party to resurrect you. It's not so bad if you actually make forty experience every twenty five seconds.
What this does at a lower level is discourage exploration at a lower level if you don't know the server. Lets say I die at the wolves then go north towards hill and skeletons kill me, now my recovery time is six minutes.
Where a hundred experience loss per a level really becomes brutal is when you go into high levels. When you start its only a thousand experience that is required to hit level two, but each level almost doubles experience required to level.
Using the 25 seconds per a kill at forty experience, going from twenty to twenty one takes about three hours and fifty minutes of none stop grinding to level up. One death adds on roughly twenty minutes to amount of mob kills needed. Now I haven't even added in travel time to location if PC has to run to hunting spot, rests PC may need, traps to disarm, buffs to cast, healing to be done, sharing space with some one else, it can all add up up to require 5 hours or more just to go from twenty to twenty one.
That five hours of leveling time goes up with every level, recovery time from a death is roughly adding two minutes to that twenty I mentioned before. God help you if you didn't optimize your build for combat, because you could be adding allot more minutes to your recovery time. Don't even get me started on dying because of lag.
Now I think death should cost a player but when it starts to cost over ten minutes of game play time, it starts to become too much. Its a game not a job, PVM death shouldn't be so brutal on players.
My suggestion is to at least cut death penalty in half, add in a death recovery sickness of at least two minutes game time. Rp wise it makes sense you'd feel sick coming back from death, mechanics wise you don't go wtf I lost past twenty minutes of my life. -1 each stat for two in game minutes, to represent death sickness isn't going to break any ones playing. Pushing your PC to their limits should be encouraged, not killing weaker mobs to remain safe.
Before people go "I played on a server where it took 1k+ per a death, your lucky here." That server sucks that's why YOU and I play here.
Before posting comments here there are a few things people need to keep in mind. Pretend that your a new player on this server, you don't know any one out of character, you don't know about the quests, what areas to go to. So that means you don't know how to use certain quests to your advantage or have people speed level you from level one.
Now ignoring quests, which if they bug out you have no choice to. Lets say for sake of simplicity your making roughly forty experience per a kill. Assuming that it takes you fifteen seconds to kill a monster, with another ten seconds to find another. So each monster roughly takes twenty five seconds to kill.
At a lower level of say three you would lose 300 experience points which would take you roughly three minutes to get it back. That is excluding time spent running back to a mob from town, or time it takes your party to resurrect you. It's not so bad if you actually make forty experience every twenty five seconds.
What this does at a lower level is discourage exploration at a lower level if you don't know the server. Lets say I die at the wolves then go north towards hill and skeletons kill me, now my recovery time is six minutes.
Where a hundred experience loss per a level really becomes brutal is when you go into high levels. When you start its only a thousand experience that is required to hit level two, but each level almost doubles experience required to level.
Using the 25 seconds per a kill at forty experience, going from twenty to twenty one takes about three hours and fifty minutes of none stop grinding to level up. One death adds on roughly twenty minutes to amount of mob kills needed. Now I haven't even added in travel time to location if PC has to run to hunting spot, rests PC may need, traps to disarm, buffs to cast, healing to be done, sharing space with some one else, it can all add up up to require 5 hours or more just to go from twenty to twenty one.
That five hours of leveling time goes up with every level, recovery time from a death is roughly adding two minutes to that twenty I mentioned before. God help you if you didn't optimize your build for combat, because you could be adding allot more minutes to your recovery time. Don't even get me started on dying because of lag.
Now I think death should cost a player but when it starts to cost over ten minutes of game play time, it starts to become too much. Its a game not a job, PVM death shouldn't be so brutal on players.
My suggestion is to at least cut death penalty in half, add in a death recovery sickness of at least two minutes game time. Rp wise it makes sense you'd feel sick coming back from death, mechanics wise you don't go wtf I lost past twenty minutes of my life. -1 each stat for two in game minutes, to represent death sickness isn't going to break any ones playing. Pushing your PC to their limits should be encouraged, not killing weaker mobs to remain safe.
Before people go "I played on a server where it took 1k+ per a death, your lucky here." That server sucks that's why YOU and I play here.