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View Full Version : Experience Loss


Slave
11-19-2011, 04:22 AM
it seems like it's waaay too much

Null
11-19-2011, 05:29 AM
http://punditkitchen.files.wordpress.com/2010/10/deal-with-it-putin-final.gif?w=450&h=248

Pyronost
11-19-2011, 06:37 AM
Seems normal to me.

pickled_heretic
11-19-2011, 12:54 PM
NOT CLASSIC

gnomishfirework
11-19-2011, 02:09 PM
I know for a fact in classic you got exp when you died. I remember because I remember talking about it.

pickled_heretic
11-19-2011, 03:14 PM
I know for a fact in classic you got exp when you died. I remember because I remember talking about it.

not from pvp deaths

gloinz
11-19-2011, 03:15 PM
not from pvp deaths

sullon zek

Doors
11-19-2011, 03:18 PM
Lets keep the crying to a minimum please hasn't even been 24 hours yet.

Knuckle
11-19-2011, 04:07 PM
http://www.youtube.com/watch?v=oFSRs7iqAv8

pickled_heretic
11-19-2011, 04:08 PM
sullon zek

this server has practically nothing in common with SZ, there's nothing classic about adding exp death to a RZ ruleset.

Knuckle
11-19-2011, 04:14 PM
go farm some gold fag

Chronoburn
11-19-2011, 04:15 PM
More like TZ/VZ ruleset

Slave
11-19-2011, 04:20 PM
I was mistaken in my original impression, I think the exp loss is about half a blue bubble which seems pretty much in line with risk/reward and grief expectancy.

The biggest problem seems to be people not losing faction for killing players in their starting city.

Akim
11-19-2011, 04:24 PM
It's not high enough imo

xblade724
11-20-2011, 07:05 AM
There is nothing classic about xp death from pvp. This is discouraging pvp altogether. There's already a low pop, let's chase people away even further. You already took away guard help -- wtf @ "classic" red? Cmon. So strict on bluebie servers, even keeping the damn bugs in/annoying sh*t, why not the same here.

restore red to classic

As for risk/reward, you die, you are humiliated, you have to run back to corpse probably being camped, you are now out of mana and have to med to full, and if you die getting corpse back again you have to go from 0 to full mana again, rebuff, and start over. There's already risk/reward. Look at rallos ruleset.

Bazooka
11-20-2011, 07:10 AM
You're going to get trolled.

Flash
11-20-2011, 07:25 AM
Someone really should move to EZ server.

Djanis
11-20-2011, 08:15 AM
sullon zek

Sullon Zek had increased experience bonus right from the start to offset this.

Clearrain
11-20-2011, 08:52 AM
this server has practically nothing in common with SZ, there's nothing classic about adding exp death to a RZ ruleset.

RZ had item loot.

oldfish
11-20-2011, 09:08 AM
There is nothing classic about xp death from pvp. This is discouraging pvp altogether. There's already a low pop, let's chase people away even further. You already took away guard help -- wtf @ "classic" red? Cmon. So strict on bluebie servers, even keeping the damn bugs in/annoying sh*t, why not the same here.

restore red to classic

As for risk/reward, you die, you are humiliated, you have to run back to corpse probably being camped, you are now out of mana and have to med to full, and if you die getting corpse back again you have to go from 0 to full mana again, rebuff, and start over. There's already risk/reward. Look at rallos ruleset.

Its more, like has been explained before, of a survival "hide and seek" server than a classic RZ style server. Im leveling up and im always thinking about some hypothetic big fight that might happen, welll there wont be much big fights with this system. Either you go at it holocaust style with overwhelming force or u hide and run at the first death instead of having big fights like on RZ. Because as much as i want to fight, the xp loss is major and the grind is heavy. When twinks start to get rolled it will be 10X worse and new people will quit before even trying.

At least put huge diminishing returns so that you cant lose xp more than once per hour or something like that...

mostbitter
11-20-2011, 08:00 PM
the exp loss is rediculous. i can't even convince my friends to play because it takes hours to get through the first coupe of levels. How am i supposed to convince people that they should spend several hours leveling up just to lose exp any time they die? mob deaths can be prevented with a little common sense pvp deaths aren't exactly as preventable.

Bazooka
11-20-2011, 08:04 PM
It's like 1/4th a blue per death = 2 mobs

http://t1.gstatic.com/images?q=tbn:ANd9GcSRRiKcx01b1D-tKwdD_cvltfg478xVg_p0LpkMTpPTjPil6tOl

pickled_heretic
11-20-2011, 08:19 PM
RZ had item loot for a while

Corrected. not that I'm saying there shouldn't be item loot. but that ship has sailed.

mostbitter
11-20-2011, 08:20 PM
how long does it take to kill 2 mobs when you have to sit and regen to full after each one? 10 minutes at levels beyond ten? I'm supposed to be able to convince people that they should play this game when they may have to run across a continent for 15 minutes, then spend another 10 minutes regaining the exp they lost only under the best conditions where they only suffer one pvp death? rediculous.

Lemons
11-20-2011, 08:48 PM
how long does it take to kill 2 mobs when you have to sit and regen to full after each one? 10 minutes at levels beyond ten? I'm supposed to be able to convince people that they should play this game when they may have to run across a continent for 15 minutes, then spend another 10 minutes regaining the exp they lost only under the best conditions where they only suffer one pvp death? rediculous.

not sure if srs

Authority
11-20-2011, 09:19 PM
how long does it take to kill 2 mobs when you have to sit and regen to full after each one? 10 minutes at levels beyond ten? I'm supposed to be able to convince people that they should play this game when they may have to run across a continent for 15 minutes, then spend another 10 minutes regaining the exp they lost only under the best conditions where they only suffer one pvp death? rediculous.

Three things: First, name is fitting. Secong, Lern to gramer. Third, EQ is most definitely NOT for your homeboys, and probably yourself too.