Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Low player count and death
PostPosted: Mon Jan 26, 2015 4:34 am 
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It's about as "Have a gold star for playing" as most of the rest of these ideas, with the notable exception of requiring active application of skill and reaction time to provide the player with a benefit.

I'm talking about some debuff on the level of a three minute stun at portal stones, anyway. In PVP it wouldn't be recall, it would be adding shame to failure.


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 Post subject: Re: Low player count and death
PostPosted: Mon Jan 26, 2015 2:26 pm 
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grep wrote:
It's about as "Have a gold star for playing" as most of the rest of these ideas, with the notable exception of requiring active application of skill and reaction time to provide the player with a benefit.

I'm talking about some debuff on the level of a three minute stun at portal stones, anyway. In PVP it wouldn't be recall, it would be adding shame to failure.


Unless the person trying to kill you has to walk. Or is low on pe. Or is low on me. Or dies to your group. Or, or, or. Bad grep.


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 Post subject: Re: Low player count and death
PostPosted: Mon Jan 26, 2015 2:37 pm 
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Joined: Fri Dec 03, 2004 7:18 pm
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Location: Down the road from Wyndia.
I know priests are super special with their higher level requirement resurrection spell but couldn't shamans and warlocks get a less terrible experience drain on their equivalents? Like one tick? They already have the added drawback of having to find the body and face what killed them and it would open up two new classes people would be willing to go to.


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 Post subject: Re: Low player count and death
PostPosted: Mon Jan 26, 2015 2:49 pm 
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Syn wrote:
Or, or, or.


Image

A risk of consequences is still a superior choice to the outright removal of penalties if we're indeed talking about a tactical game: every tweak could be enriching the tactical environment.

I don't know if people remember this, but SK had a rewards program for a while. If the playercount reached a certain number, resurrections were free and instant. It was an earthly paradise.

Do you know what happened? People rejected it. Entire crops were lost.

Many that live deserve death. And some that die deserve life. Can you give it to them? Then do not be too eager to deal out death in judgement. For even the very wise cannot see all ends.

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 Post subject: Re: Low player count and death
PostPosted: Tue Jan 27, 2015 8:39 am 
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Joined: Wed Nov 05, 2014 9:19 am
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Yes, please remove all exp penalties for raise dead and breath of life. Having to get to the corpse is enough of a penalty.


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 Post subject: Re: Low player count and death
PostPosted: Tue Jan 27, 2015 9:54 am 
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Am I the only person who uses the poltergeist command or something?

There's no challenge to corpse recovery these days unless you're doing it wrong or chose poorly.


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 Post subject: Re: Low player count and death
PostPosted: Tue Jan 27, 2015 1:58 pm 
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It's a huge penalty to the time that the shaman/warlock has to take to help a person out. A priest doesn't need to get up and go anywhere, dangerous or otherwise, to drop their no-exp-loss life spell.


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 Post subject: Re: Low player count and death
PostPosted: Tue Jan 27, 2015 2:39 pm 
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I think we're going about this the wrong way.

Raise dead should cost the dead person xp.

Resurrection should cost the caster xp.

Situation fixed, from the point of view of Dulrik's long-standing and long-documented belief that resurrection should be a big deal.


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 Post subject: Re: Low player count and death
PostPosted: Tue Jan 27, 2015 2:52 pm 
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Joined: Fri Oct 10, 2014 2:22 pm
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Shush yourself


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 Post subject: Re: Low player count and death
PostPosted: Tue Jan 27, 2015 3:13 pm 
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Put Resurrection on par with the xp lost from using the flee command. Not significant, but noticeable over prolonged use.


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