I have heard chatter regarding EXP loss, specifically the past changes to enemy territory loss, and am opening this thread to approach possible changes to these mechanics. We need to retain some sort of "punishment" for dying in enemy territory to curb excessive raiding which the last changes did successful accomplish. That being said, I've heard a common theme that the exp loss might be excessive so I'm opening the floor for proposals, comments, or ideas.
Rules:
1) If it requires lots of "IF" statements and/or is overly complicated, it probably won't happen. Keep it simple.
2) Don't get sassy.
3) If I don't like your idea, I accept bribes.
Comments
Just an idea.
Of course, there's a flipside to this: When raiders die, they can't come back, so every organised raid against (for instance) fleshpots would be a one-shot deal. You die, you're out, and odds are the rest will either die as well or simply leave. At least until the death timer has passed and everyone's ready to make another attempt.
As for increasing the resurrection timer with consecutive deaths... it entirely depends on how long we're talking. Too long, and we basically make smob-raids (where people tend to die in droves) simply impossible. I'll leave the exact numbers to the people who actually fight and die, of course.
1. Stacking debuff on death for X minutes. Each time you die, you take a 10% (or whatever other number) penalty to H/M/E, increasing by 10% for each later death. So die twice and it's 20%, etc. Lose a stack when you go X minutes without dying.
2. Add a cheap (1 or two credits, tops) one-use artifact in that negates the XP loss for one death. This lets you chose whether you take the death penalty to your XP or your wealth.
This will be good because for lower xp players, it will be less punishing to participate... and very high essence players (In-again Inagin?) will be equally effected, instead of brushing things off.
Instead of people sitting on their thumbs in a room, waiting for their spark to start glowing after their fifteenth death (And getting extra drain from the out-of-mana tics) can we pacify them for an increasing amount of time after reviving? Again, this will only apply to phoenix/reincarnate/pray for salvation/conglutination deaths rather than deaths that were revived by any other skills like breath of life, resurrection, etc.
It allows them to move around and interact with others rather than just sitting there doing absolutely nothing.
Additionally, can we get rid of the extra drain for not reviving instantly after death? That's an extra ticking timer that drains mana and then experience when one dies and is rather pointless in the end, even more so when you consider the current delay post-death and the fact that there are classes that drain mana for the purpose of killing, thus ending up with people losing extra xp to the drain because they started off their cooldown period without mana in the first place.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Because changing the penalty is completely possible without changing the mechanics of supermobs. They may overlap during discussion because they share an overarching topic, but they are not the same thing. I'm not particularly entertained by anyone trying to force a discussion in this thread in a direction I have clearly defined as off topic, so carry on at your own risk!