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XP Loss on Death!

Discussion in 'Release 41 Feedback Forum' started by Wolfers, May 2, 2017.

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  1. Frederick Glasgow

    Frederick Glasgow Avatar

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    I doubt at 59 years old I can be considered a babe,but of the 200+ games I own and play, all of them have no XP decay upon death,so is that my fault somehow? They were purchased because of what I heard about them,not because they didn't have XP loss on death. I have no clue what other games you play that have it.
     
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  2. Chrystoph Reis

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    EQ, DDO, LOTRO, NWO, DAOC, AC, original UO
     
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  3. Zader

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    I've never seen it said more perfect than this. Thank you @Yolo SoLive
     
  4. Gamician

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    Thank You, You have just expressed the feelings of so many of us who are Casual Gamers and are being punished for playing the game while those who are playing huge amounts of hours are being rewarded. I too have given thought to just why I am playing this game when all you do is go up and down in Exp not going anywhere. when you only have the ability to play a few hours per night. I understand the need for some kind of Capping System but this is the worst system I have seen anywhere. When they start losing Players in Droves maybe then they will wake up and smell the coffee. But I tend to doubt it.
     
    Last edited: May 5, 2017
  5. Nick

    Nick Avatar

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    Would be nice if they have that x4 XP gain until you recover your XP losses. Within 24 hrs x4 xp bonus, next 24 hr x2 xp bonus. (maybe add another 15 mins xN bonus after XP is recovered fully)
     
  6. Barugon

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    That would kind of defeat the purpose of decay.
     
  7. Nick

    Nick Avatar

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    Hard core players will recover in any case. It's less painful for casual gamers. You do still need to do something to recover your lost xp. Perhaps limit it to Adv level 80 and below? (I believe level 40 and below do not experience any penalty)
     
  8. Stundorn

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    We need decay and the diminishing returns to match between casuals and hardcore players.
    Decay should count on ingame hours and total xp earned, no matter if pooled or in skills to decay the people with Millions of Pool and dozens of GM's
    A Powergamer Nerf!
    Sorry to say that, but it's neccessary for PvP and economy.

    I loose around 12k at level 68 and i can into Verdantis mine for example were i get that easy back in 15 minutes.

    The exponential math to someone with 10+GM and 10's of Millions pooled xp should be so hard that they need to make decisions what character they want to play. Decay should force some specialisations.
    It's nor good for pvp neither for economy to have this amount of uber powerfull chars.
    What about a crafting nerf too.
    Lets not break things enchanting, save the rate mats, but let there be a crafting xp decay?!

    I think we need to match playerbase to be attractive to New players.
    To have a chance for more people taking the risk going into a pvp Zone because they know there are hardcores who are strong, but not that powerfull that they feel to have never ever a chance and be never ever competetive to.

    I'm not for a hardcap, but the softcap should match the playerbase from casual to hardcore.
    Where the normal players with lets say 20-30 hours / week are the measure.
     
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  9. Hornpipe

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    I am all for a meaning death penalty and death decay is a good solution, in nature. However, I died yesterday and it could have felt a bit unfair to me : when fighting a cabalist, I got stuck with a tree root, unable to jump or to run away because of a bug. The cabalist took his time and killed me in three hits. I saw 4 skills losing a level in a raw. It could have totally discouraged me. But I'm here. C'est la vie. Despite the bug, this is a plausible situation and death must be painful so I'm ok.

    But there is something which bother me with death decay as it is :

    First, death is not so meaningful because you can die multiple time in a minute and you won't lose much more than the one who die only one time. Those who want to test the game will be able to do so without great consequence, then. Repeated deaths should be more penalized and the current system absolutely don't do that.

    Secondly, when you play only one hour or two in a day, each loss is proportionally greater for you than for someone who play more. Powergamers can regain what they lost easily when the most casual will lose experience on a single game session.

    To me, the current system seems to be unfair and counterproductive.
     
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  10. skeggy Media

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    challenge yourself and add a new element of gameplay don't die! and enjoy the game

     
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  11. Chatele

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    Hard not to die in this game ..... unless you kill lowbies .... Loved your video btw ....
     
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  12. Sir Brenton

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    Can I put this out there....What problem is trying to be solved with DEATH penalty? Because I thought I used to know, before persistance wipe, not so sure now.

    Are we trying to punish people for dying?

    I understand the need for discouraging dying all the time as a issue with throwing your self repeatedly at a problem with no penalty until you bash your way through it. And to give it some meaning.. discouragment. But can't this be solved on the respawn side? Kind of like we have now with the ankhs? Does this need to be adjusted?

    Are we trying to limit advancment?

    In some twisted way this is solved my taking what you earned away? Why are we not just limiting the rate you earn instead? Slow it down progressively. Again remember, everyone will eventually be going up in level no matter what you think.

    And if all the higher level folks have insane pools built up anyways.. we are not really doing anything to them are we? Those "them" people everyone feels like have to be punished for some reason even though they will be a them eventually, no matter the playstyle.

    Can we get the root of the actual problem trying to be solved defined again perhaps?
     
    Last edited: May 5, 2017
  13. Weins201

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    Sadly the fix for this is a skill wipe.

    It should have happened as soon as the problem arose when there where players farming millions of exp and leveling at rates that most player could not imagine.

    they let it go and after the fact adjusted thing to actually accommodate the one who where rewarded.

    They made more higher level Mobs because these players cried it was to easy, they lowered exp gains because they realized it was to easy, they increased the delta to loss because to try and balance it out they needed to make it more robust - mangling the casual player - the power gamer just goes and grinds a few more Mobs which are red to most.

    It was brushed off earlier on and now the disparity is starting to show it affects.
     
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  14. Odin BloodBayne

    Odin BloodBayne Avatar

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    I believe skill caps like that old 1997 game would solve a lot of this... death decay, specialization... *ducks* o_O
     
  15. Sir Brenton

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    See, I just can't agree with you there. What would that "fix"? You wipe and end up with the same problem eventually. (also if you wipe my skills, im out! lol). I don't see what this does beyond letting ppl who are newer to the game have more of a chance to catch up to higher levels..this isnt the death penalty problem.

    Again, what problem are we trying to solve?
     
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  16. Onyx

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    I already said my piece so I'll make this short. The skill decay is doing exactly as they designed. Slowing the speed of advancement and making it very difficult for someone to become "master of everything". Tweak a bit? Perhaps. Wholesale changes to the game? No!
     
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  17. Sir Brenton

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    I guess this is part of my disconnect I am trying to rectify. You are talking about skill decay (becuase of use-based), and slowing advancement (because of no skill cap).

    This is Death penatly? At some point the dealth penalty became the way to handle skill decay I understand, but I am not sure this is the same problem we are trying to solve as it used to be.

    What does this actually do beyond punish those caught in the middle to grind more in order to have a couple more deaths on the table to play around with? The higher levels have the pools set up with everything but the 1 or 2 skills they are working on set to maintain.. they are not losing skills..there are not decaying because of this are they?

    The only time I have ever lost a skill level for "decay" was when I accidentally set the arrow to down when I meant to shut it off..and it went right back up the next creature or so I killed after I fixed it.

    There has to be a better way to tackle skill decay if that is the goal..no?

    This is death a punishment not skill decay fix..

    you know what.. lol, nevermind. Leave it.. with this system I'll never have to actually use skills again to maintain them and I will never lose the levels.. and if they put something meaningful in place I would need to actually use them or something..maybe I should just shut my trap!

    Nothing to see here, move along.
     
  18. Stundorn

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    I think it's this:

    "...the gap between some players / playstyles and regarding to this about PvP.
    If you want to participate in PvP or at least take the risk to explore Ruins and Shardfalls you feel somewhat forced to catch up or you are helpless and somewhat locked off.

    But i agree it's the journey and how you do it what is fun and not focus on "leveling".
    It's better to let it all happen by the way.
    Unfortunately the aspects of the game that are about competition (PvP, and maybe crafting in some way) are only for hardcore powergamers.
    That's a little bit sad."

    Quote myself from here:
    https://www.shroudoftheavatar.com/forum/index.php?threads/is-leveling-fun.88825/page-2#post-806566

    Edit: additionally -> https://www.shroudoftheavatar.com/f...-time-decay-for-r42-please.88912/#post-806560
     
    Last edited: May 5, 2017
  19. majoria70

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    Yes true a full wipe should have been required to start this game at commercial launch, but due to real cash money being spent to buy each others assets etc at this point that would be difficult to accomplish, but really the best way to start the game. Perhaps it is just a character wipe and not your things/assets, home and town layout in tact, or a partial wipe to reset us promising a new and improved experience and surprises that will make it all better ;).
     
  20. jschoice

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    As a recovering min/maxer, I am happy with the current system for the most part. As Onyx accurately stated , this system was clearly spelled out to us from the beginning. SOTA is not a level based game like other MMO's like WoW and the like. It also is not a game where you can GM every single skill. You really don't become uber past 80 as the skills do not scale much after 80. Once I understood that, I stopped looking at numbers and I started having a lot more fun in this game. I also spent a lot of time thinking about what skills I wanted to GM instead of wanting to get them all to GM.

    Best advice I can give is try to focus less on numbers and enjoy the experience.
     
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