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View Poll Results: What death penalty system would you prefer?
Experience debt, no level gain 7 9.59%
Experience debt, with level gain possible 9 12.33%
Experience loss, no level loss 19 26.03%
Experience loss, with level loss possible 38 52.05%
Voters: 73. You may not vote on this poll

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Old 10-20-2005, 09:14 AM   1 links from elsewhere to this Post. Click to view. #1 (permalink)
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Death Penalty

Theres been alot of discussion lately about TLC and the death penalty. We've seen two TLC articles in the last few days and Tentonhammer has recently put up an article about the death penalty. What system do you think Vanguard should use for its death penalty and why?
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Old 11-07-2005, 08:06 PM   #2 (permalink)
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Re: Death Penalty

Expirence loss with level loss is best. This keeps the sting in death and avoids the zerging problem that occurs when it isn't possible to lose a level. It is important to keep players afraid of death to help keep the game real. If the death penalty is something the player can just shrug off then it really isn't doing it's job as a death penalty.
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Old 11-12-2005, 09:09 PM   #3 (permalink)
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Re: Death Penalty

I wouldn't mind level loss, I don't think; as long as there are mechanics in place so that people don't benefit from leveling and then deleveling to a perfect farming level for x item (I don't think it would be a problem, though).
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Old 11-13-2005, 12:11 PM   #4 (permalink)
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Re: Death Penalty

I prefer experience debt. I think that the death penalties are already harsh enough, losing skills and abilities due to level loss goes a step too far.
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Old 11-13-2005, 12:30 PM   #5 (permalink)
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Re: Death Penalty

I like the way it was in eq,lvl loss,learns me too not do somthing like that again,omg i hated loseing my lvl,and i made sure that it dident happen again if i could help it
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Old 11-13-2005, 07:32 PM   #6 (permalink)
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Re: Death Penalty

I voted for experience loss with possible level loss. Dying should be a major event in a characters life and not something that can be used as a means to an end or treated as a minor inconvenience. Death is traumatic and should have a big effect.
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Old 11-13-2005, 09:06 PM   #7 (permalink)
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Re: Death Penalty

I must say, this follows the trend set on the VSoH site! Very interesting, indeed, and I happen to agree.
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Old 11-13-2005, 11:34 PM   #8 (permalink)
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Re: Death Penalty

Could very easily combat the item farming problem in a level loss system by having TLC run off the characters highest lifetime level so deleveling wouldnt do them any good.
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Old 11-16-2005, 02:34 AM   #9 (permalink)
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Re: Death Penalty

I actually like the idea of having the trivial loot based on a characters highest level acheived versus current level. This would be used mainly to crub the farmers who would use level loss as a way to exploit the trivial loot system. Of course the dedicated farmers would probabally prevent themselves from outleveling the area they were farming. Of course repeating that process too much would certainally give tell tell signs of being a farmer rather than a legitimate adventurer. It actually would not surprise me if the trivial loot system is already planned to go off highest level acheived.
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Old 11-16-2005, 03:42 PM   #10 (permalink)
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Re: Death Penalty

I am not a fan of TLC.

I think that a well designed game should not require it.

My preference would be to simply make mobs run away from players they cannot fight. Just as in some games your Agro circle is determined by your difference in level. This means a party with a low level player attracts a lot more agro, by extending this principle the greater your level than the Mob you are attacking the greater the "flee" circle becomes.


It would do to things.

1. It would be pointless bringing a high level player along with a low level group on a farming or quest trip.

2. Although it would not stop a high level hunting low level critters the return would be greatly reduced.
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