Pros and Cons - Death Penalty
|
How about this:
######################################################################### We take two variables X + Y and play a little around with them. We increases the total exp requirement for all levels by X. New_EXP_requirements = Old_EXP_requirement * X But by killing monsters that yield EXP all player get a stacking buff that increases overall exp gain. Max Buff strength is limited to X. Total_EXP = Base_EXP * X On death you loose all buff stacks. The amount of exp required to get full buff strength is based on your level, base_exp and Y Max_Rebuff_Base_EXP = Old_EXP_requirement * 10%(current death penalty) * Y ######################################################################### Now lets look into a practical examples on several chars where we assume our variables are: X=5 and Y=3. LVL 80 regular Char dies: Old Penalty System: He looses 10% (or nothing after ding) of his current Level. To regain the lost EXP he must complete about 1 of his highest maps without death. New Penalty System: He looses no already gained EXP. But to level efficient and not painfully slowly(5 times slower right after death) he must complete about 3 of his highest maps without death. LVL 95 regular Char dies: Old Penalty System: He looses 10% ( or nothing after ding) of his current Level. To regain the lost EXP he must run about 15 of his highest maps without death. New Penalty System: He looses no already gained EXP. But to level efficient and not painfully slowly (5 times slower right after death) he must complete about 45 of his highest maps without death. LVL wHATevER hardcore like char WONT die: Old Penalty System: Has no effect on him. New Penalty System: Has no effect on him. By this player wont have the feeling that the game takes something away from them, so they don't have to skip risky content till they ding. But to gain access to the really high levels they are forced to build an evenly balanced char. Y and X can off course be adjusted to tune the penalty system. Actually by putting in high numbers for X and Y you could make the new system even harsher then the old. Not that I would recommend that. By the way, maybe something similar for Item quantity. Because chars that already hit there level sweet spot are not afraid of an EXP penalty. Thats actually how every thread about EXP penalty feels like: Old hogs who already reached there level sweet spot and have by that NO DEATH PENELTY AT ALL, mocking rather new/casual player who criticize this old archaic system. |
|
" have you tried playing better and not dying? "how about fucking letting me play the game in the first place!!!" - weird, i don't recall this restriction. [Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
|
" ...wtf are you talking about? FACT: the stronger one's char is, the less likely it is to die. you keep going on and on about "not enough to save you from death," whatever that means. the fact that you're trying to argue that jewels aren't strong/jewels aren't gear is rather astounding. [Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
|
" But it's not a fact. It's not even a very good opinion. The power you gain from levels after 85-90 is just not very much, and the monsters don't scale down just because you're a few levels stronger. It just doesn't work like that. Better gear might help, but more likely just a better build in general would do significantly more than having additional levels. And if you read what I wrote, I do believe I included jewels as gear, but jewels alone do not make a survivable build, and even if they did, you'd be done by the time you got to level 85-90. Upgrading previous jewels will have more impact than adding new ones at that point. @dickslicksficks I'd prefer the current death penalty over that. Carrot and stick mate, carrot and stick. You don't offer a carrot, just a stick. @LMTR14 If your objective is to hit level 100, then you're going to run into issues regardless of the death penalty. It is a long boring unrewarding grind. You have been warned. |
|
" FACT: the stronger a char is, the less likely it is to die. this is indisputable. you seem to believe characters are supposed to die and have to die vs ____. i have no idea why you'd believe such a thing, but the whole 'getting chunked by bearers' was absurd, as if people can't just move their cursors outside of the very visible damage area... [Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
|
" That's exactly my point. You don't tank bearers or anything else that can kill you. You avoid it. |
|
" page 3. btw, i tank bearers all the time. *laughs in gladiator* [Removed by Support] "Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! Last edited by robmafia#7456 on Oct 18, 2018, 5:03:08 PM
|
|
" Yes, you use the same information and yet believe that being stronger would mean you die less, despite the fact that you die to pretty much the same things -- which was my point. |
|
|
*sigh*
one shots are moot, because no one ever said we're supposed to tank telegraphed slams/etc. which leaves your bearers chunking, which: can be tanked. can be easily avoided. so i'm not sure what you're arguing. btw, even 'slams' can be tanked. ie: shaper/uber elder. FACT: if you have more life/defenses/dps, you will be less likely to die than with less life/defenses/dps. i honestly can't believe you're trying to argue otherwise. [Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
|
" I never did argue otherwise. I argued that as soon as your build is complete (which happens well before level 100, usually at level 85-90) levels beyond don't provide any significant advantage. Facetanking slams is VERY dependent on build and should be doable by level 85-90 as well. Basically, taking everybody to level 100 isn't going to magically make them capable of tanking slams. |
|









