i have an answer to ur death penalty
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i have an answer to ur death penalty
it looks like u guys will soon develop a bank system... when u die how about half or 1/4 of the gold u have is lost upon death.... seems suitable too me like a hospital fee
shoot my comp class is over ill read ur replies when i get home
shoot my comp class is over ill read ur replies when i get home
come and visit me peeps at:
http://www.myspace.com/LeoStrife
http://www.myspace.com/LeoStrife
re
now now, we cant have none at all, that would create abuse like crazy
now what i had in plan is... when oyu die, ur character drops a random item from ur inventory that isnt equipment or quest item, so mostly useless stuff. But its still a loss
now what i had in plan is... when oyu die, ur character drops a random item from ur inventory that isnt equipment or quest item, so mostly useless stuff. But its still a loss
- Kineticstorm
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How about making the penalty for death to be ressurected in town with 1% of your total hp? And making the guard stop anyone with less than 50% hp from leaving town by saying "you're too weak for the monsters". That way, people would avoid dying because they'd be forced to wait until their hp come back to continue playing.
Plus if there is a pay-for-healing temple/shrine next to the town's exit, then people could exchange their time-constraint penalty for a monetary penalty if they felt like continuing playing right now instead of waiting around and chatting.
Plus if there is a pay-for-healing temple/shrine next to the town's exit, then people could exchange their time-constraint penalty for a monetary penalty if they felt like continuing playing right now instead of waiting around and chatting.
i must say Rarara good to see ya again... but back to the topic i think u have sumthin there thats a nice ideal way to go about it
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- ElvenProgrammer
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- Modanung
- Grand Knight
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If there's something I hate... it's in-game waiting.
Also I think this will cause people whining and begging paladins/cleriks/mages (healers) to heal them, which is pretty irritating.
Also I think this will cause people whining and begging paladins/cleriks/mages (healers) to heal them, which is pretty irritating.
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- ElvenProgrammer
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Well in Ragnarok Online all the people where asking for a heal, and that was pretty annoying, but I think ghosts could be revived only by those ones who have the proper skill so maybe it's hard to find the right person to address and maybe people will get bored of going around asking for a revive when they can return to a town and get back to life...
so? me too - but that only makes forced waiting as a penalty look like a better idea. i dont like the idea of not being able to leave town, but how about a "waiting period" before you can respawn, like max.hp/3 in seconds (thus not punishing the weak ones as much as the stronger ones, who should've learned better by then)Modanung wrote:If there's something I hate... it's in-game waiting.
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- Peon
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- Joined: 18 Jul 2005, 01:29
Death Penalty
What about letting everyone choose for theirselves wheter they want it hard or not.
The Dev Team could set up a dificulty randomizing window for each new character and everyone can choose for thyself
The Dev Team could set up a dificulty randomizing window for each new character and everyone can choose for thyself
that's a bad idea for an online game. in a multiplayer game noone should have penalties others haven't.
death penaltys are a very sensitive topic. it is very difficult to find the right balance between encouraging the players to avoid dying and not to frustrate players by too harsh death penalties.
here are some examples how other games deal with death penalties:
-Exp loss that is minor at low levels but becomes severe at high levels
-Loss of money
-Loss of items (can be very frustrating when losing a very important or expensive item. see runescape, for example)
-Humiliation (keeping a public statistic of who died how often)
-Spawn sickness (temporary stat penalty after revive)
-Dislocating the player to somewhere far away from high level areas.
death penaltys are a very sensitive topic. it is very difficult to find the right balance between encouraging the players to avoid dying and not to frustrate players by too harsh death penalties.
here are some examples how other games deal with death penalties:
-Exp loss that is minor at low levels but becomes severe at high levels
-Loss of money
-Loss of items (can be very frustrating when losing a very important or expensive item. see runescape, for example)
-Humiliation (keeping a public statistic of who died how often)
-Spawn sickness (temporary stat penalty after revive)
-Dislocating the player to somewhere far away from high level areas.
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Well, penalties should involve ending up back where you started (most likely the current spawn point), which works perfectly well since it's a little out of the way for most people, and it would take you a while to get back to where you were before you died, the easiest way to enforce a penalty without damaging stats etc.
No dont be stuped if there is items lost or gold taken it will cause problems look at runescape people get so attached then go out into the wilderness and die and lose all there items... its total crap intill the game gets a little easyer then we dont have to worrie about it.. Snakes do 150+ damage and at 35 u have 260 HP is u dont spend to much points on Vitality... If you get hit twice you die plus monsters are to hard to target... its just not a good idea