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Posted: Fri Feb 10, 2006 9:16 am
by Mith
now that would be fun: add a graveyard to your appartment. For some money - say 5000 plat - you can buy access to that graveyard.
Then a new player would die often, finally (at lvl 30 or so) decides to buy the graveyard and then he has plenty of gravestones (with little XP) to use.
[slightly off topic]
Now what... why not connect the graveyard to ALL appartments in the game (though one can only use an exit if the graveyard-entrance in the appartment at the other side is bought as well)
Posted: Tue Mar 07, 2006 7:40 pm
by cavesomething
update to the whole exp loss debate:
I have this evening committed a patch that makes the amount of permenent exp and the size of the death penalty configurable in the settings file.
From now on, if the value is too high/low, it is a problem for the server admin

Posted: Fri Mar 10, 2006 11:07 am
by Mith
cavesomething wrote:update to the whole exp loss debate:
I have this evening committed a patch that makes the amount of permenent exp and the size of the death penalty configurable in the settings file.
From now on, if the value is too high/low, it is a problem for the server admin

Thanks! this means progress! Now we only should convince Leaf that it's too high... (doubtful if that will ever work)
Posted: Sat Mar 11, 2006 12:04 am
by Aaron
now if we can just get max stats de-hard-coded
Posted: Wed Mar 29, 2006 2:05 am
by Casper
Aaron wrote:now if we can just get max stats de-hard-coded
...and reduce the natural heal rate to something close to 0, and reduce resistance gains by wearing resistance granting equipment.
This would make the level difference of player-monster a more important factor.
As for dying experience loss, I like Anarchy Online model, where you lose all exp since last levelling up. The game is made more difficult by making gaps between levels bigger.
Stat loss when dying is an interesting effect and should be kept though, as all stat losses can be cured with a potion of life.
Posted: Wed Mar 29, 2006 2:22 am
by cavesomething
Casper wrote:
As for dying experience loss, I like Anarchy Online model, where you lose all exp since last levelling up. The game is made more difficult by making gaps between levels bigger.
I wasn't aware that that is what they did, but you can do this with a CVS server, set the permenent exp to 0, loss to 100% and level loss cap to 0.
Posted: Wed Mar 29, 2006 11:44 am
by Mith
cavesomething wrote:Casper wrote:
As for dying experience loss, I like Anarchy Online model, where you lose all exp since last levelling up. The game is made more difficult by making gaps between levels bigger.
I wasn't aware that that is what they did, but you can do this with a CVS server, set the permenent exp to 0, loss to 100% and level loss cap to 0.
So, after dying once, a player can run to some powerful mob, die again, run, die, run, die, run, die ... Is that what we want them to do?
Posted: Wed Mar 29, 2006 12:35 pm
by Casper
You could avoid that by adding severe and uncurable weakness (stat depletion) after death, which heals on its own over one hour (as the player gets better and recovers after death). They will still be able to do what you suggest, but it would be pointles, as the player would have no chances of beating the mob.
Posted: Thu Apr 13, 2006 9:16 pm
by Leaf
cavesomething wrote:update to the whole exp loss debate:
I have this evening committed a patch that makes the amount of permenent exp and the size of the death penalty configurable in the settings file.
Did this change replace the proposal where players could take their tombstone to a special map and/or NPC to have lost experience restored?
Posted: Thu Apr 13, 2006 9:39 pm
by cavesomething
not so much replace, but certainly defer it (there are a /lot/ of things I would like to get done at some point, and that remains one of them, but it has dropped quite a way down the list - don't expect me to revisit this point before autumn)