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Death Penalty

Posted: Mon Nov 15, 2004 2:32 pm
by borguk
I just want to get others ppls opinions on this subject, its the one item that hasnt been addressed since patch 1. It affects me alot because of how I like to play this game and if anything now makes me log off now its this.

Im an advanced forager who plows all his mats into making quality weps and armour - for sale right now in matis,tryker and fyros :)
Im only lvl 66 in 2h melee and 39 in off magic but 110 in forest foraging and 90 in hvy armour crafting.

Today while foraging an non-aggro dragged a kincher to me and whoop im dead, oh well it happens. Walking back to my forage areas to work off my 56k DP I get jumped by 2 growling gingos, just as I kill the 2nd out of thin air right next to me a scowling gingo appears (scotty's beaming is off again) and whoop Im dead. Servers start going through a period of real bad lag as Im once again walking back and I get attacked by a gingo at the same time, during the fight the servers finally lose me. Log back in and im dead.

So here I am facing 218k of DP again, something that I seem to spend forever working off and its really affecting my enjoyment of the game.

Since they made dying so very much easier do you think we ought to ask them to cut the DP rating ?

Re: Death Penalty

Posted: Mon Nov 15, 2004 2:43 pm
by mrozzy
I do not agree, the dp seems fine to me.

Dp seems to be determined by a sum of your skills. I think, basicly if you would have developed one single skill, and you die, getting 1,5k xp in that skill will work off your dp for 100%.

It seems logical to me, when developing a char, you get stronger and stronger and you shouldn't die so often. But when you do .. you will have to work for it to pay back your dp.

PS: It will get worse. Around lvl 150 harvest, you'll need about 50 pulls to get rid off max dp (10 deaths in a row, 10x your initial dp)

Re: Death Penalty

Posted: Mon Nov 15, 2004 3:14 pm
by kostika
I'm gonna have to agree with mrozzy. The higher the skill, the more DP you're gonna get. Right now my Forage is at 120. I get 70K DP per death. My magic and melee skills are significantly lower. (50 and 73) I have to go to some rather dangerous places ot be able to get good xp and good mats. I die alot. Before the patch I actually managed to max out my DP. One should never know what their DP max is :D

What I'm trying to say is that if you have a price to pay for your skills. And the price is shown in DP. Personally I prefer this system compared to others that make you lose all of your XP since the last time you "saved". Losing several million XP is alot more frustrating than having to work off 70K DP.

Re: Death Penalty

Posted: Mon Nov 15, 2004 3:17 pm
by weiseman
So far i've noticed you wear your DP faster off using your main skill.
I mean, if you use a lower skill to wear dp off, you'll need more time.
with my main skill it only takes me 3 or 4 "1k -3k" mobs to wear it off; takes lots of them if i'm using another skill (sure they're smaller and won't kill me but it takes ages).
The problem for harvesters is that they mainly harvest... and can't get so much xp in short time as melee warriors in a hunt for example.
Our harvesters in the Dragon Order are all warriors at the same time, and join the fights when they need some xp and/or wearing off DP.

I've also had times where my DP seemed way too high for me; but don't let it scare you: DP is here to get killed and friends are here to help :)

Re: Death Penalty

Posted: Mon Nov 15, 2004 3:26 pm
by borguk
I suppose we all like dislike games for various reasons, Ive not really played an online RPG before. Im used to online FPS like Planetside and CS.
DP is something new to me as is the amount of time it takes in RPGs take to get anything done.
Very slow in comparison, I think I need to try the others to get a better feel for online RFGs.

Re: Death Penalty

Posted: Mon Nov 15, 2004 3:29 pm
by borg9
I think the issue here is not the current DP or the methods need to work it off.


The issues are that, my good friend in RL, borgUK is that for some reason the mobs in Matis keep killing him.

In Tryker, I die for one of the following reasons:

1. I ask someone the kill me to take a fast Death Taxi to one of are outlands.
2. Over confidence, I try to kill just one more clopper when I have 200 health.
3. Distraction, I forget to check and run blindly into a group of aggro
4. Special attack - a mob gets a bit lucky with its super attack and kills me fast.
5. My favourite "chatting while harvesting"!


In the roots
1. Getting patrolled.
2. black aggro on a black background is very hard to see
3. over confidence
4. plain stupidity (rushing the kinchers on the entrances for example) :P

Zorai
1. err haven't died here other than trying to leave the Fyros-Zorai root entrance - those kinchers seem to appear from nowhere.

Matis

This is where its all very starnge.

I spent ages running from town to town 'trying to get killed', I took 3 baying ragus to kill me.
I was doing 'the scowling gingo test' got blinded was dead in 3 hits, after killing 4 of them with no problem!!!

Travelling slowly I can get around without major problems, but if I get caught out. 1 in 3 I am dead!

It seems there are problems with the aggro 'stacking'. once you get 1 gingo/ragus - you are more than likely going to get a constant stream.

Aggro from great distance.... I have not had this in Matis, but Borguk, says he has it all the time (>100m rushes by aggro!)

It seems that Matis is a place not to be tackled alone (outside of MG) anyway.

When I compare Gingo to Clopper, Cloppers are much tougher! however cloppers can be controlled and there is usually water nearby. Gingos being pack animals really do swamp you.

The solution to this problem lies with either:

Fixing/changing the way gingos respawn, stop the respawns that occur on the player! - upto the Devs

Find 'safe' routes and places where the aggro can find you. Finding a spot with harvestable mats that is completely clear of aggro for a range of 150m+ which I am sure is a very tough challange.

Conslusion DP - is OK even Sky can cope with her 2.5 Million DP, 500k is nothing compared to that. 50 harvests, thats only enough mats for 15 hvy vests, an hours work tops :P

The issue appears to be travelling and aggro avoidace.

Looks to other Matis foragers for 'avoidance' advice

Re: Death Penalty

Posted: Mon Nov 15, 2004 3:29 pm
by kostika
borguk wrote:I suppose we all like dislike games for various reasons, Ive not really played an online RPG before. Im used to online FPS like Planetside and CS.
DP is something new to me as is the amount of time it takes in RPGs take to get anything done.
Very slow in comparison, I think I need to try the others to get a better feel for online RFGs.

If you are looking to try another I personally suggest Anarchy Online. I played it fer a very long time and really enjoyed it. I will warn you now though that it uses the "lose all your xp" system if you die. And rezing isn't an option. Dead is dead. Still the loss of xp doesn't get depressing til you get over lvl 100.

Just a suggestion. :)

Edit: If you are finding that the aggro on something is a bit much, report it. I did this with the clopper aggro jsut after Patch 1 and I know others did too, and it was fixed.

Re: Death Penalty

Posted: Mon Nov 15, 2004 4:11 pm
by fiach
Having 1 million DP is a PITA, and certainly not a fair system, i have to work very hard to get that amount of DP down and it ruins any sense of exploration for me, It annoys me so much, I'm not exploring and verging on quitting :(

Re: Death Penalty

Posted: Mon Nov 15, 2004 4:32 pm
by mboeing
borg9 wrote:
Conslusion DP - is OK even Sky can cope with her 2.5 Million DP, 500k is nothing compared to that. 50 harvests, thats only enough mats for 15 hvy vests, an hours work tops :P

Hehe. True that is. I am still helping other people and risk getting DP. I "only" need a full bag (420 mats Q180) to clear of 2m DP.

If you clear DP, always do it either in the skill you have the highest lvl in or you can gain XP fastest and are medium to high lvl.

I am not really bothered about the DP, except I just "gained" a lot of it and a guildy wants to have something crafted right then, because i hate to waste crafting XP.

And there is light at the end of the tunnel, 4.2m DP is the max you will ever get when you are lvl 250 =P

Re: Death Penalty

Posted: Mon Nov 15, 2004 7:21 pm
by kisedd
borguk wrote:I suppose we all like dislike games for various reasons, Ive not really played an online RPG before. Im used to online FPS like Planetside and CS.
DP is something new to me as is the amount of time it takes in RPGs take to get anything done.
Very slow in comparison, I think I need to try the others to get a better feel for online RFGs.
This is my 4th MMORPG.

IN AC when you died, you lost a random number of items based on your level that stayed with your corpse. If you wanted those items, you had to go back and get it. There were some cases this was impossible.
You Also incurred vitate. This was a penalty to your skills. Each time you died all yoru skills dropped by 5%. If you died too many times, your skills were so bad that you were pretty much hunting newbie mobs to work it off.

DAoC: When you died you lost a lot of exp based on your level. About 5% if you went back to yoru corpse, to 10% if you didn't or couldn't. This meant that when I soloed, I could work at gaining exp for an hour then loose it all in one death.

SWG: This has the easiest system in a way. Each time you die all your equipment wears down some. That did get annoying to me because armor was very expensive and it lost a direct % off its durrability.

Generally all mmorpgs have some kind of penalty to keep players from doing crazy things that they might do in FPS type games. Suicide rushes etc.