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Author Topic: Death should mean something  (Read 22301 times)

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Týr

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on: 06:01:03 PM 11/20/13
This isn't even about what I'd like to see in the game, this is about what the game needs.


I believe that the AP cost for standing after death should be increased to 10, and the AP cost for resisting a revive should be increased to 15 or 20.

When you kill someone, you should be able to feel some bit of confidence that you have put them down for at least a while. This is not currently the case, and people can repeatedly stand 3-4 times if they have max AP during an encounter. This is detrimental to gameplay, and quite frankly makes death have no real consequence and killing people seems almost pointless at times.

To my understanding, this used to be a game in which if you were converted from one creature to another you were expected to accept it and deal with it. With the ability to resist revival attempts so easily, that is not the case, and reviving an enemy you have just killed also seems pointless. This game should have been designed to be human vs zombie vs vampire as it is advertised, not player vs player--the scope of competition should be larger than it currently is. Being pro-zombie or human or vampire should mean something, because it currently does not.

I believe it is for these two issues that this game has trouble keeping players around.

I could go on for ages about this particular subject but I've decided to keep this post short.
« Last Edit: 06:02:49 PM 11/20/13 by Týr »
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FRANKIE 4 FINGERS

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on: 06:30:30 PM 11/20/13
AYO WHITE GIRL



Roly

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on: 06:56:22 PM 11/20/13
I have always thought that the consequences of being killed were amazingly low. I have been killed then stood right back up and killed the person that just killed me many times and I am sure most players could say the same.
I am not sure if tyr's ideas are the correct way to deal with this flaw, but it is something that should be talked about and some kind of agreement between the majority of players and the creators should be reached and implemented.



Walter Klein

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on: 07:33:54 PM 11/20/13
Ehhh, I agree. Death should be a penalty. Though, perhaps, with the AP-caps of zombies(they're lowest, right?), the resist penalty should be lower. Probably 10.



Týr

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on: 07:39:29 PM 11/20/13
Ehhh, I agree. Death should be a penalty. Though, perhaps, with the AP-caps of zombies(they're lowest, right?), the resist penalty should be lower. Probably 10.

I disagree. Zombies have the best capability to hide anywhere they want. They shouldn't get an exception to save AP with that kind of ability.
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Walter Klein

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on: 08:16:06 PM 11/20/13
Noted. And you evidently know better than I do about zombies. I never play the filthy things.

For now, I have nothing else to bring up. I shall ruminate upon matters.



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on: 01:08:07 AM 11/21/13
EVERY DEATH COSTS YOU A SKILL THAT YOU HAVE TO RELEARN
AYO WHITE GIRL



Mary

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on: 01:11:13 AM 11/21/13
EVERY DEATH COSTS YOU A SKILL THAT YOU HAVE TO RELEARN

I....actually sorta like this.

It would be too beneficial all you with a pool of 90000xp, but get rid of that and I'd totally go for this idea.
» You throw a tantrum, but all you seem to accomplish is slight disarray.



Týr

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on: 01:45:05 AM 11/21/13
I....actually sorta like this.

It would be too beneficial all you with a pool of 90000xp, but get rid of that and I'd totally go for this idea.
Uh... no. Can you imagine being a level 1 fresh-spawn?

Most people die minutes after registering. Bam. Level 0.

Most newbs die 5 times for every 1 kill they get. They would never get their foot in the door.

I'm all for hardcore here but that's too much.
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Mary

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on: 01:50:17 AM 11/21/13
Immunity until level 10/15/whatever, XP loss and when you reach 0 you go down a level, or maybe when you hit 71 for the first time the mode activates and the end game begins.

It's workable.
» You throw a tantrum, but all you seem to accomplish is slight disarray.



Týr

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on: 02:07:43 AM 11/21/13
Immunity until level 10/15/whatever, XP loss and when you reach 0 you go down a level, or maybe when you hit 71 for the first time the mode activates and the end game begins.

It's workable.
Hmm.

Immunity to level 30 (hypothetical 10 skills in each class bought) Changed my mind; endgame at 71, and then XP loss --> level loss would be pretty neat. It becomes a matter of how much XP you lose and also how it decides which skill to take away.

I still think standing and resisting revives need to be more costly though.
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funnytool

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on: 02:08:46 AM 11/21/13
Immunity until level 10/15/whatever, XP loss and when you reach 0 you go down a level, or maybe when you hit 71 for the first time the mode activates and the end game begins.

It's workable.
no it not i have like 50k xp



Mary

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on: 02:58:23 AM 11/21/13
reading comprehension
» You throw a tantrum, but all you seem to accomplish is slight disarray.



Kraufen

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on: 06:58:23 AM 11/21/13
I've stated already that as much as I support this I can only get behind it if its something like 10 ap.

Although loss of xp isn't a bad idea actually
« Last Edit: 07:36:43 AM 11/21/13 by Kraufen »



Kraufen

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on: 07:06:36 AM 11/21/13
Also sorry for the double post

The other idea that I had was that the amount of ap would scale per level, therefore the penalty would seem less harsh to newer players.

Some people who come to this game, ap is a foreign concept to them, let alone 15 ap to stand up.

Yes I know tyr, maybe YOU don't want those sort of people in this game, but this is not your game. Its a game you play and clearly want to better, but we need to get players and keep them at the same time, so gradually bringing them into the higher ap to stand would be better I think as they level.