This all is SO true!cavesomething wrote:I think in this case the issue is more the relationship between dying and the time to recover fully from that.
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In this sense (measuring the death penalty in terms of time) it is far worse to die at high levels, even though the way the penalty is calculated is the same.
Given that the exp is still a 'score' and therefore a (primitive, inaccurate, but nonetheless overused) measure of progress in the game, it seems to me that ways of losing something else would work better.
I don't even want to imagine what happens when my lvl 113.7 char dies... that would cost about 8 bld exp. at least. Then you're not even speaking about hours to regain that exp, rather weeks.
And who's going to fetch a gravestone from nearby an angry evil master? Or who's willing to risk his life to kill mad Zorn? Not to mention the monsters one cannot even reach (such as Lorkas) due to map constructions.cavesomething wrote:I suggeset on IRC yesterday that gravestones might hold the solution to this, by holding inside gravestones the exp lost, so that a part of that could be returned to the player, by some item/person in game, who would charge money to do so (proportional to the amount of exp lost).
This would require fetching the gravestone from where it fell, bringing it to one of these special places, and spending a /lot/ of money (at least at high-levels) to get the exp back.
It still wouldn't make death pleasent, or rewarding, but it would at least allow players to limit their potential exp loss, if they have the money (it would also take lots of money out of the economy, which wouldn't be a bad thing either).
Basically, i like the idea, but there are two related but distinct problems. The first is the problem I just scetched, the second is that a player becomes weaker after dying, hence he has less change to get his gravestone.
The idea is more or less similar as the one i discussed on metalforge, namely to add exp to the monster once it kills a player. Currently, killing a player rewards only little exp, i think this should rather reflect the amount of exp the slain player lost or be related to the players lvl.
So far the 'regaining' of exp. Another subject I would like to discuss is the 25% perm exp setting. If this was increased to, say 75%, dying would hurt less, much less, for one would only loose 20% of 25% of his exp, which is about 5%. This is still a lot for the high lvl players - still days of playing - but I think many more can cope with it.
Another suggestion would be to remove exp only from the total exp, and not the skills. Then it still is a bad idea to die, but still less painfull. Anyway, it doesn't make sense to loose literacy exp when you die by a sword, does it?