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Author Topic: Lose XP for dying  (Read 2882 times)

Surf

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Re: Lose XP for dying
« Reply #15 on: May 22, 2011, 07:10:27 pm »

Thread cleaned. Next time I see someone continously spamming one picture-posts, (s)he will get some vacation.  ::)

Xarr

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Re: Lose XP for dying
« Reply #16 on: May 22, 2011, 07:18:28 pm »

Sorry  :'(

I say no, because it is hard enough for new players even now.
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Reiniat

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Re: Lose XP for dying
« Reply #17 on: May 23, 2011, 12:40:11 am »

Sorry  :'(

I say no, because it is hard enough for new players even now.
no it is not, also if the game is considered very hard and a newbie gets to a aceptable lvl he will feel with the right of be in the game and join into the 2238 community.
Most newbies left this game because post like yours, or the ones in that recent topic in the General Discussion, "its hard, left the game,you will die quickly" or even "i will cut your little dick and rape you with it" its true but if you survive you will be filled with the power of the wastes
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Quote from: Santa Anna
Any action or inaction in a position of power will always grant you enemies

jonny rust

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Re: Lose XP for dying
« Reply #18 on: September 25, 2011, 07:35:06 pm »

I just had this idea, and found this post. Needless to say, I like it.

At the moment life is cheap and this would make it a bit more of a commodity.

Also, leveling wouldn't end at level 21 since you might lose your level (and your last perk) and would need to regain it. So it would actually be worth gaining extra XP after level 21 to buffer yourself from losing your last level.

+1

wasteland is harsh right?
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Reiniat

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Re: Lose XP for dying
« Reply #19 on: September 25, 2011, 09:52:42 pm »

discussed before: people will just make power-xping wich is boring and waste of time.
Im still thinking about my own suggestion, it is fine. maybe to be tested in the pre-wipe madness.
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Current char: Oblivion, Oceansoul, Black Tears

Sorry for my bad english
Quote from: Santa Anna
Any action or inaction in a position of power will always grant you enemies
Re: Lose XP for dying
« Reply #20 on: September 25, 2011, 11:36:05 pm »

I think its a good idea. Its not true, that bad encounter design kills u.
Im now levelling two characters which has never died, after 15+- hours of  RT play each (so its almost cap level). Its just style of playing.
Making death serious problem would bring fresh change to game. And it will devastate troll-thief character and im 100% for that.
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Ganado

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Re: Lose XP for dying
« Reply #21 on: September 26, 2011, 12:03:00 am »

Making people grind more is nothing "fresh and new".
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jonny rust

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Re: Lose XP for dying
« Reply #22 on: September 26, 2011, 12:43:15 am »

I don't know about 'fresh and new' but things are hardly perfect right now and the way I see it, this might help a few issues we are currently having as mentioned above, so...

Pros:

- actual consequence for thieves, grief bursters and bombers
- wouldn't really effect the learning curve as it won't kick in at later lvl
- keeps XP relevant even for end game characters
- increases the value of life (which is necessary imo)

Cons:

- Promotes power XPing? (which already happens anyway)
- Promotes player killing because you may loose XP if the other guy shoots first?

Lets keep the list coming, I mean it should be weighed properly

Lastly I'm not sure about loosing special points after dropping a level, I would rather drop down a level than loose my special.
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Reiniat

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Re: Lose XP for dying
« Reply #23 on: September 26, 2011, 01:45:52 am »

UNSTOPABLE ARGUMENT:
PLAYERS OF FONLINE 2238 ARE COWARDS

So if we give more penalties to die most of the players will hide in little zones, flee of any human encounter, and left cityes like NCR, and New Reno arena will be empty.
I did think it was a good idea, but i have to recognize that no, it isnt.
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Current char: Oblivion, Oceansoul, Black Tears

Sorry for my bad english
Quote from: Santa Anna
Any action or inaction in a position of power will always grant you enemies

Kanly

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Re: Lose XP for dying
« Reply #24 on: September 26, 2011, 03:00:45 am »

I am against for a very simple motive

a xp penality on death is nothing for player that know the ropes, a  expert nearly bored player would welcome this, some crafting some pve with friends more, a little trouble ( I know many expert players that create a alt when they want find again the thrill of levelling , my main char have more than 1 kk xp ...)

For new player it would be a pestilence, many would leave after the 5th death watching xp going back instead of increase,
and we need new player , because old one leaves for a reason or for another (real life , new games ...)

We need to do the game more difficult for the new players?

I dont think so.
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Johnnybravo

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Re: Lose XP for dying
« Reply #25 on: September 26, 2011, 03:25:46 am »

Generally there is nothing wrong with them being ones.

I can imagine all those superheroes being either lame sneak/unarmed builds with little to nothing to lose, or at least those pistol/smg guys running around in low stuff to hunt crafters. If anyone really PvP in some serious stuff they can either get it back, or just have good amount of it.

Also another big reason to chicken out for players is just the fact there is so few you can do to win. One can change his build, one might click on other earlier, one might move a little more careful, but that's all. In RPG games people usually have nice array of skills they can exchange. The exception is large scale PvP - currently implemented as TC.

I could just continue why it is not possible to make players act a bit more artificially without big changes to game, but it is pointless. I guess things will somewhat improve when more low-tier stuff is useful - like Laser Pistol or 10mm SMG currently, though.

BTW: after wipe PKing like mad is gonna be cool again. For easy itanz ofc!

EDIT:
Quote
- keeps XP relevant even for end game characters
What is the XP for? In every goddamn cRPG there is such thing. It's fun once, when you have story to back it up. But outside of it? It's just tedious.

I would praise the guy removing leveling from RPG while preserving it's purpose (learning curve, alt limitation, etc.) to the skies.
« Last Edit: September 26, 2011, 03:30:04 am by Johnnybravo »
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Michaelh139

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Re: Lose XP for dying
« Reply #26 on: September 26, 2011, 03:31:15 am »

I would praise the guy removing leveling from RPG while preserving it's purpose (learning curve, alt limitation, etc.) to the skies.
It'll also be entertaining unlike the current boring dreadful assembly line like fights.
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Re: Lose XP for dying
« Reply #27 on: September 26, 2011, 02:06:19 pm »

I think it is not the right way.

People (chars) who would be hurt mostly: PvP apes, sneakers, universal chars, pro thieves, noobs making mistakes in guarded town.

People (chars) who would not be hurt at all: Sucuide bomber (lvl 1 alts), troll thieves (lvl 1 alts)

People (chars) who would be hurt very little: Occasional thieves, sucuide bursters

Is it really right way to limit griefers by limiting much severely serious pvpers and occassional players?
This make sense in other harsh MMO rpgs because 0lvl alts are incapable of grief there unlike bombers here.
Limiting sucuide sneakers during fights and pro thieves would be imho fine but not at the cost of limiting serious pvp and leaving most anoying safe town greafers still unchecked.
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Grzesiu

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Re: Lose XP for dying
« Reply #28 on: September 26, 2011, 06:51:19 pm »

People (chars) who would be hurt mostly: PvP apes, sneakers.
About those 2 hmm
first one i dont think it will be hurted at all because of high FA what give shitload exp lately :) but sneakers yes especially proxy sneaker will be punished by this
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Sarakin

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Re: Lose XP for dying
« Reply #29 on: September 27, 2011, 12:45:51 pm »

Are you kidding me ? Even if you healed for 300 xp everytime, you would need 67 successful heals to gain last level. The thing is, PvP apes die a lot, not a problem to die 3 times in a single massfight. I dont think you could regain xp so easily just by healing someone over and over.

Having xp loss on death, would bring just unnecessary nuissance
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