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IDEAS FOR RYZOM


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#1 Multilingual 

Multilingual | Deutsch | [English]
The idea is this:

If you have reached the maximum penalty for death, there should be a consequence.

An example would be the following:

If you hit the maximum death penalty and you die again, experience points are reset. That means: You are at level 100, the bar up to level 101 is half full. When the maximum death penalty is reached, this bar is set to 0. So you can start again at level 100 and the death penalty is also reset. This applies to all skill branches.

Or:

If the maximum death penalty is reached and you die again, you will be reset by 1 level in each skill branch including the experience points you gained. The death penalty is also reset to 0.


That would make the death penalty, really a penalty.

Edited 3 times | Last edited by Heernis (4 weeks ago)

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#2 Multilingual 

no. I dont see the point of these types of masochist ideas.

Just delete you char and start over , should keep you busy for a while :-)

Look at me for example, when I start replying to forum post it's a sign I'm getting bored.

Edited 2 times | Last edited by Exodus (4 weeks ago)

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Je suis le début de la fin, l'ombre qui cache le soleil, le beffroi qui sonne votre glas.

#3 [en] 

Exodus
no. I dont see the point of these types of masochist ideas.

Just delete you char and start over , should keep you busy for a while :-)

Look at me for example, when I start replying to forum post it's a sign I'm getting bored.

That is not my intention and it is not because i am bored. Not at all. I just see there a lag of consequences in the game.

I could imagine that you use the so called "Death Port", aren't you? If so, then I can understand you. But "Death" is not the way we should use for teleporting. :-P

Last edited by Heernis (4 weeks ago)

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#4 Multilingual 

Heheh, I'm a marauder, DP is a way of life :-)

The idea was that we need new content and fresh blood and new kids on the block have now loot boxes and everything easy given to them... if we come with ideas to make ryzom even harder... maybe not be appealing to anybody but a few.

I dont know, I tend to disagree to keep it casual nice :-)

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Je suis le début de la fin, l'ombre qui cache le soleil, le beffroi qui sonne votre glas.

#5 [en] 

It don't have to be for all. I mean not all enjoy the pain of ryzom :-P

It could be more like the "PVP Tag", but you have to choose it when creating a character, but this one would be permanent then. So like a hardstyle mode, for all masochistic ryzom players out there ;-)

Of course. I would not appeal to everyone. Freedom of choose should be given in any way.

Or make this "extra" penalty only available, if you reach a certain level. Lets say level 150. Below it is f2p anyway.

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#6 [en] 

((f2p can reach level 125 and can use equipment and skills up to quality/level 150))

#7 [en] 

Isn't the death penalty a penalty by itself? Getting 10 stacks of DP takes some 20-30 minutes just to clear, so you can start leveling again. Or waiting some hours while it wears off.

The way I see things, this would punish exactly the kind of people that you don't want to punish. People don't get max DP while leveling: in that case they die once or twice, get rezzed, clear off that penalty, continue leveling etc.

This punishes the daring explorer, the one trying to see new places that are normally above their skill level. And it especially punishes the low level players, who are still trying to fight their way through Ryzom's difficult learning curve.

If you have a highly specific behavior in mind, for instance marauders using death-teleporting as a cheap way to reach new places... well, let's come up with something that only targets said specific behavior.

Last edited by Laoviel (4 weeks ago)

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#8 [en] 

Laoviel

If you have a highly specific behavior in mind, for instance marauders using death-teleporting as a cheap way to reach new places... well, let's come up with something that only targets said specific behavior.

Sure, why not? and if we're at it, lose fame each time you team with someone from a diffferent faction or some other masochist ideas common people, LETS MAKE RYZOM GREAT AGAIN!

This is not a serious post :-))

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Je suis le début de la fin, l'ombre qui cache le soleil, le beffroi qui sonne votre glas.

#9 [en] 

Good this is a forum and ideas are not set in stone, as some people always assume.
Laoviel
Isn't the death penalty a penalty by itself? Getting 10 stacks of DP takes some 20-30 minutes just to clear, so you can start leveling again. Or waiting some hours while it wears off.

Yeah it is a penality. But if you reach a specific level or you mastered a tree. You don't care about it.
Laoviel
The way I see things, this would punish exactly the kind of people that you don't want to punish. People don't get max DP while leveling: in that case they die once or twice, get rezzed, clear off that penalty, continue leveling etc.

This punishes the daring explorer, the one trying to see new places that are normally above their skill level. And it especially punishes the low level players, who are still trying to fight their way through Ryzom's difficult learning curve.

It is certainly not my intention to put obstacles in the way of newcomers. Or to make it harder. I think it is not mature and needs discussion. Why else did I put it in here?

It should apply to those who have already levelled certain branches and are in a high level above 200. These Homins then belong less to the explorers.

I just get the impression that players who have mastered everything have no right to level anything. So they are "done" and bum around.

Of course there is also hunting, NPC bosses, duels, missions and of course role playing, but at the "level enjoyment" they belong to the excluded ones.

Starting over again is really the only way to get the "level experience" back in the team with newcomers. For example when leveling in a group with lvl250 creatures.

Helping newbies level up is only 2 ways for a master: Enchanting and healing outside the team. This is the design of Ryzom. Even if only 1 or 2 levels are lost, you can easily make up for it.

A death penalty with level loss would be a natural demotion. A degradation after a certain time would also be possible (of course it is the game time, not the real time).
Laoviel
If you have a highly specific behavior in mind, for instance marauders using death-teleporting as a cheap way to reach new places... well, let's come up with something that only targets said specific behavior.

That's really a different matter then. Deathporting is also used by rangers, because they have no teleporting possibilities in the prime roots (not from anywhere within the prime roots) and others. It was designed that way from the beginning and can't be prevented from being used that way. But higher penalties can be implemented, for all players over 200, so in that sense: A change in the punishment when you reach level X. This has no influence on PVP at the moment anyway.

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