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Death penalties - R
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BudMan
Posts until end: 850


Joined: 02 Dec 2004
Posts: 192
Location: South of the Kill Zone.

PostPosted: Sat Feb 19, 2005 8:43 am    Post subject: Reply with quote

I should be getting a satelite near the end of April. I try and forget about it cause its still 2 months away.
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Lorsaelos
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Joined: 11 Dec 2004
Posts: 277

PostPosted: Sat Feb 19, 2005 8:02 pm    Post subject: Reply with quote

Satellite internet may increase your peak thoroughput/speed, but your lag (ping time) will be higher than a 56k dial-up modem. Not ideal for gaming of any sort.
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Manifold
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Joined: 01 Dec 2004
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Location: Treading my dreams, UK

PostPosted: Sat Feb 19, 2005 8:47 pm    Post subject: Reply with quote

Nice bubble-burst.
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Enquillion
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Joined: 01 Dec 2004
Posts: 326
Location: First lowbie dungeon

PostPosted: Tue Feb 22, 2005 6:54 am    Post subject: Reply with quote

First one - sure, but I don't think it's much different. It will be harmful to people with lag as well. Also I see another downside. In order to not promote just idling with the character to get "safe playing time" for rewards, you'd have to make it so that with each level you have a potential reward, if you don't die x times. But hey, once you do, feel free to headbash.

If these rewards give a real edge, I think you'll be sore over the lag again, and if they don't, who will fear PvE death?

Part two has its ups and downs. One up is that eventually the losing side will be severely weakened, and lose the battle, by how much is just up to them. I like this one. But. It does little against those griefplayer mages who zap away in Hope.

Third one... isn't much different, except you can still do the bang-head-against-the-wall-till-it-falls strategy.
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Bud
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Joined: 22 Feb 2005
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PostPosted: Wed Feb 23, 2005 5:40 pm    Post subject: Reply with quote

Enquillion wrote:


If these rewards give a real edge, I think you'll be sore over the lag again, and if they don't, who will fear PvE death?


Not half as sore as I would be If my char was forced to sit out for 16 hours.
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Enquillion
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Joined: 01 Dec 2004
Posts: 326
Location: First lowbie dungeon

PostPosted: Wed Feb 23, 2005 7:09 pm    Post subject: Reply with quote

Yeah, and then if you keep getting owned in PvP 'cause others had these edges over you?

Even if you did manage to find a balance that would make these rewards desirable, though yet not essential, there would be no effect once you hit the max level.

And I also believe that I brought up other points in my previous post that you didn't address.

On a side note, can we please stop using lag vulnerability as an argument? What the hell do you expect monsters to do, stop hitting you when you're not reacting?
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Bud
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PostPosted: Wed Feb 23, 2005 8:57 pm    Post subject: Reply with quote

What the hell does it matter?

You and I disagree. That has no impact on what the Dev Team may or may not do.
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Enquillion
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Joined: 01 Dec 2004
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Location: First lowbie dungeon

PostPosted: Thu Feb 24, 2005 2:21 am    Post subject: Reply with quote

That's fine if you want to leave it there. It's not my diamond that isn't getting polished.

Anyone else wanna discuss?
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Bud
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Joined: 22 Feb 2005
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PostPosted: Thu Feb 24, 2005 2:30 am    Post subject: Reply with quote

BudMan wrote:


2. The Clan wars thing. Put a limit on how many times you can be killed by another clan when at war. After the limit is up, then you are not protected from pk status. An easy way for a player to know that hes reached his limit is, have the players that you are at war with names go back to normal (instead of being orange).





Enquillion wrote:


Part two has its ups and downs. One up is that eventually the losing side will be severely weakened, and lose the battle, by how much is just up to them. I like this one. But. It does little against those griefplayer mages who zap away in Hope.



Ok this fix's the clan war problem.

BudMan wrote:



3. After so many deaths instead of being taken out the game. Maybe you are just restricted from going to certian places/towns or talking to NPCs. Or maybe restricted from PvP combat.



After dying a "fixed" amount of times the griefplayer mages would be restricted from from all PvP combat.
Thus, fixing your grief player problem.


There you go smart guy. I answered two of your problems without even adding any more info. Whats next?
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Enquillion
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Joined: 01 Dec 2004
Posts: 326
Location: First lowbie dungeon

PostPosted: Thu Feb 24, 2005 3:04 am    Post subject: Reply with quote

Quote:
There you go smart guy.

Cool

Oh, they were connected, didn't see that.

Well, right now I can't find any downsides that wouldn't hold true for my own system as well (target guy with least amount of lives to take him out). So, it sounds fairly good (and similar).

But the PvE implication... I still find it too weak. Reasons up there.
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