Thread: Death Penalty
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Old 11-30-2005, 04:16 PM   #22 (permalink)
Morgore
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Re: Death Penalty

the great and wise Nunda
We played EQ2 together and with our group, we hated death and were very careful of the fights we picked. We played smart and thought twice before we went to battle, we were also concerend with our KTD and that made dying even less of an option. Now since things have changed so much there.. death is too common and the XP debt is a joke.

Not sure if any of you remember how death was handled or if this has been discussed in Ultima Online (in the begining) you died and you were given the choice of how to revive. 1) let someone revive you (friend or stranger) 2) revive yourself at a certain location WITH penalties. Loss of XP, loss of skill, chance of a weapon/armor going bye-bye(decay).
It sucked to die in that game. I hated that system, but not that I have played a few other games...the old UO system is a awesome idea. Especially with the way the games nowadays reconize groups. (Before a group was just a bunch of people running around together.... nothing told the game player A and player B were in a group.) This old way could penalize the whole group (like EQ2 started to have) and it would make you choose your groups more carefully)

Also in UO, not only did ya have worry about how you were going to rez, you also had to worry about your body being looted before you made it back to collect your things. This made it really important to stay alive. ( And to not play while you were completely intoxicated .. I lost many items that way..haha)


(ok, that didn't flow too well, had a million things to say I think I jumbled them all together)

(I also voted XP loss, no level gain before reading thread) After reading, Everything can/could suffer a % loss would be my vote

Last edited by Morgore : 11-30-2005 at 04:19 PM.
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