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Death and Taxes
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Salith Grinn
Vala


Joined: 28 Jan 2007
Posts: 336
Location: Baltimore

PostPosted: Tue Feb 20, 2007 10:57 pm    Post subject: Reply with quote

I like the concept of the graduated % per respawn, though this needs to have a cap (after the 5th respawn that level the % does not increase). Perhaps the base % can increase every few levels(5% base at 1-5 or somesuch)
We will have to look at how this compares with a flat rate. Also, for the moment...why do we care how much a 20th level character loses? Can you lose levels? I dont even know if that works currently in nwn2, plus I wouldn't want to risk any possible corrupted characters from de-levling.
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Tue Feb 20, 2007 11:46 pm    Post subject: Reply with quote

The point of bringing up 20th level is to illustrate a maximum and minimum scale, not whether or not 20th gets de-leveled or not.
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Hubert



Joined: 21 Feb 2007
Posts: 90

PostPosted: Wed Feb 21, 2007 3:23 pm    Post subject: Reply with quote

How about a set number of respawns per level? This would make it much more to press that spawn button. The respawn count could of course reset on server boot.

B.R. Hubert
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Salith Grinn
Vala


Joined: 28 Jan 2007
Posts: 336
Location: Baltimore

PostPosted: Wed Feb 21, 2007 5:43 pm    Post subject: Reply with quote

Hubert, while I do like that idea, that will eventually just lead to the problem we had before in old arda, people will just log out after they die and wait till the server reboots to play again...this seems "anti fun" to me.
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Hubert



Joined: 21 Feb 2007
Posts: 90

PostPosted: Thu Feb 22, 2007 1:40 pm    Post subject: Reply with quote

Indeed, that migth resemble more of the old Arda way.

How about if you could buy respawn counts with gold? This would truly make the money factor more ovbious, and if you run out of respawn counts your truly screwed. This migth be created with respawn items, which of course are more expensive on higher levels. It would allso be impossible to abuse the %- amount of gold you have trick.

B.R. Hubert
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Bido of Buckland



Joined: 10 Feb 2007
Posts: 153
Location: Ceará Brasil

PostPosted: Sun Feb 25, 2007 6:42 pm    Post subject: Reply with quote

Not sure if the point can be used in this thread, but the respawn will be directly conected how hard/ease the mod will be or not? If the mod will be ease/soloeable or not I will respawn more or less...

So, I think the question is: the mod will be focus on teamplay or soloplay??

In the last Arda version, at least, the mod was going to be areas to solo and areas to teamplay...
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Salith Grinn
Vala


Joined: 28 Jan 2007
Posts: 336
Location: Baltimore

PostPosted: Sun Feb 25, 2007 8:37 pm    Post subject: Reply with quote

we've been working on a lot of team oriented dungeons...though mostly cuz there are more difficult. But, I'm sure some people will still find ways to solo. It will be extra useful to have a cleric along to sustain the party, and a rogue to acquire...extra wealth.
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Thorgal



Joined: 10 Feb 2007
Posts: 706
Location: Switzerland

PostPosted: Sat Mar 03, 2007 9:26 am    Post subject: Reply with quote

Interesting ideas, from everyone.

I especially like the thought to encourage to have clerics and rogues great. Actually to “force” party-endeavours is the biggest fun. Each char has his own role and place amidst the party and that is what I really enjoyed in playing NWN.

Regarding the respawn, I had a flash reading all the replies… Why not add a “permanent” xp penalty each time you respawn… or even die? Of course the xp penalty should have some limits, (adding 1% of penalty each time u die – up and until 50%? 75%?).

An other possibility would be, to set the penalty rate even higher... lets say 5% step each time you die. However, there should be also a decay rate of this penalty. One% per a specific time frame (eg 10 days in RL).

I don’t know… maybe my idea is crap and it should be thought through again or even down flush the toilet 
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Tothra



Joined: 09 Feb 2007
Posts: 9
Location: Finland

PostPosted: Sat Mar 03, 2007 12:05 pm    Post subject: Reply with quote

Or if you want to have more party oriented server make the penalty:
Loose all exp gained since last lvl up and some gold loss.
That way people will help others by running to raise them... nothing makes the people on server feel more a family then forming a rescue party to help someone.

This way there is no worry about deleveling but this penalty won't have much bite on a lvl 20 unless the gold loss is heavy. But then lvl 20s tend to go to most dangerous places and die a lot...

I'd like to see some exp gain from partying too. Party gaming is actually the reason why I even play nwn.
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Salith Grinn
Vala


Joined: 28 Jan 2007
Posts: 336
Location: Baltimore

PostPosted: Mon Mar 05, 2007 8:38 pm    Post subject: Reply with quote

how do people feel about a "recover your body" type system?

Respawn at what would seem a higher xp penalty, but have the option to find your corpse to regain a % of lost xp? The % regained could be in some way based on some skill or your deity or some system of checks and balances with a judicial branch....

I would think only you would be able to recover your own corpse and it would contain no items.

If you respawn and the server reboots before you recover...you'd be out of luck

thoughts?
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-Encyclopedia of Arda: Ulmo
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Lanalon
Vala


Joined: 28 Jan 2007
Posts: 202
Location: State College, PA

PostPosted: Tue Mar 06, 2007 3:16 am    Post subject: Reply with quote

I love it actually, if you die again only the most recent copy is availabe. I'd be willing to make it like 90% of the xp lost is regained. This will help lower levels regain xp more qickly if they die, and hurt the higher levels who are more likely to die in the act of body recovery. Makes a great sytem if we go for something like a 500, 1000, 2000, 4000 progression.
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Salith Grinn
Vala


Joined: 28 Jan 2007
Posts: 336
Location: Baltimore

PostPosted: Tue Mar 06, 2007 4:11 am    Post subject: Reply with quote

i would definitely spice it up by requiring various amounts of survival skill to increase your returns on finding the body. So what you say remains true plus it gives benefit to whatever skill and a higher level will have higher amounts in that skill allowing them to regain more xp, they will actually be the ones who need it more since it will become harder and harder to level as you progress....as normal.
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-Encyclopedia of Arda: Ulmo
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Masi



Joined: 16 Feb 2007
Posts: 1

PostPosted: Fri Mar 09, 2007 11:55 pm    Post subject: Reply with quote

The best solution I have seen to this is make respawning an actual game. Respawning takes a char to hell, the only way out with no loss is to (solve a puzzle/Kill some tough boss/run a maze). At the end of it, then the player has a choice of either re-spawning at some town or where they died. Instead of taking the quest the player has an option of 5% xp/gold hit and immediate return to town.

I have seen this used in various forms pretty effectively, it is annoying to die since you yet another time have to kill some monster, run some maze, etc... But you will not log out since you can return to where you died. which 9/10 times is in front of some boss.
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Salith Grinn
Vala


Joined: 28 Jan 2007
Posts: 336
Location: Baltimore

PostPosted: Sat Mar 10, 2007 1:12 am    Post subject: Reply with quote

interesting thought...it does sound rather annoying though. I like to minimize annoyance factor where I can.

edit: also, Masi...its about damn time you showed up!
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-Encyclopedia of Arda: Ulmo
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