Taken from the chat of the Lassiz dev stream:
"
joppa_vr: Currently lose exp on death, and will accumulate exp debt instead of losing the level."
Now, that it has been confirmed as the "current" system, but certainly not set in stone... What are everyone's thoughts on exp debt, instead of losing a level -- specifically in regards to max-level game play?
For levels 1-49, the exp debt (instead of losing a level) seems sufficient.
However, taking the system at face value, after reaching max level 50, there's no reason to accumulate exp. Where's the death penalty now?
Below is just my experience (feel free to disagree or share your own):
Using my experience in Vanguard at launch as an example, once people hit max level, the exp debt penalty meant nothing. There was no reason to worry about getting a rez anymore. Eventually, you'd max out your exp debt at -200% and that was it. Simply ignore it for the rest of your gaming, or until a month or 2 before the expansion (which in Vanguard's case, they didn't raise the max level until way after everyone in my guild quit playing anyways).
In Conclusion:
Are you fine with the exp debt penalty being rendered "obsolete" at max-level? And if not, does anyone have any ideas on how the exp penalty can be adjusted to still be meaningful at lvl 50 gameplay?
Comments
This just sounds to me like you are listening to them regarding the general death penalty but nothing has been said regarding fine details.
To that end, "yes" there should be some sort of level loss or penalty at top level. "in my opinion".
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I definitely prefer some type of debt at max level over it.
However, they definitely need to find a punishment at max level that actually matters. This could be as simple as multiplying stat debuffs per so many % of debt. However, debuffs can potentially be a royal nuisance for people mid-raid, etc., so they'd have to account for that.
Point being that they should come up with a separate system for max level than they have for prior ones, in my opinion.
Just say no to level loss at end-game
What I can't speak to is what happens to max level characters, because I never had a max level character in EQ. [Close, but no cigar].
While I am a big fan of the game I confess I was a little sad to see that de-leveling was out - or seems to be.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
But despite that episode, losing levels is okay with me. It is preferable to experience debt by a long way. It makes a better memory, anyway.
Logic, my dear, merely enables one to be wrong with great authority.
#2 I would like to see everything based on skills,so if you die that is
a sign that points to lack of skill,therefore dying means you lose skills.
So for example you have a 220 rating with a sword but die while using a sword,so your sword skill might drop according to how much the battle was a challenge.
Die to an even strength foe,you lose several skill points,maybe 6-8 points in sword skill.Was a too easy foe then lose 10 points of skill,,a +2 foe then only lose maybe 3-4 points sword skill.
The second part is a temporary injured status,meaning all your skills are lowered for a short time while you recover.So Agi.INT.STR/DEX all down 10 point for a minute,then maybe diminishes to -5 for another 1-2 minutes,until only -2 stats for another minute ,then back to full health.
Never forget 3 mile Island and never trust a government official or company spokesman.
Nothing is set in stone at the moment, and I'm sure they have a lot of details to work out.
I'm just trying to bring some awareness of the possible shortcoming to the exp debt system, so that max-level isn't an afterthought (like it appears to have been in Vanguard).
1. blah blah blah
2.blah blah blah
But don't be short-sighted. Vanguard launched w/ that philosophy (0 raid content, no quests past lvl 40, the exp debt system described) and look how that turned out.
When designing a system as important as the death exp penalty, you have to take into account all levels of play -- especially max level. Because after the first X amount of time it takes to initially level up, max level play is what everyone will be experiencing from then on out.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
SHORT sighted would be to aim at ONE particular topic like END game,which is or should be LESS than 1% of a GAME.
The other guys bla bla bla is embarrassing,not even the common decency to state his opinion just an immature response,i would think an adult is better than that,idk maybe hes not an adult so i should excuse him.
Never forget 3 mile Island and never trust a government official or company spokesman.
Level loss could work... but, how does that interact with gear, skills, access to certain features, balance of enemies vs. a 'low' level player, etc.?
For example: Do pieces of gear / skills become 'unusable' if you drop below a certain level? Are they scaled? And what problems would that cause?
Would a level based stat penalty suffice? i.e. Where the penalty is applied on what would be 'level loss', and only removed once the 'level' is regained.
Experience and levels should be lost.
Spirit Conversion
Spirit Conversion is a concept that could be added to the game for max-level players. Upon reaching max level, players will no longer be able to lose experience which would nullify an important aspect of the death penalty. I believe that death should be meaningful at all levels and the idea behind this is to add an additional type of bankable currency (spirit power) to the game that max-level players can lose a portion of in the event of their death. Spirit power is accumulated by killing NPC's in the game, and the amount awarded would scale based on the NPC's level and whether or not it is a Named or Raid Boss. I am going to quote the FAQ as a reference point for how VR envisions their death penalty, and will then provide more information on how the system would work.
7.0 Will there be a ‘death penalty’?
"We want the player to respect and even fear the environment, but also to be enticed by it. A big part of achieving this balance is making sure there is an incentive to avoid death. While the details of this system are not yet fleshed out (and will likely be tweaked and changed a bit during beta), you can expect death to be something you’d rather avoid. That said, if a death penalty is too severe, it can keep players away from some of the more challenging and rewarding content, and we are keeping this in mind as well. So death will sting, but it will also not involve losing an unreasonable amount of experience, or levels, or a permanent loss of items."
The amount of spirit power awarded per NPC would scale higher and higher based on the challenge level of each NPC killed. Here is a rough outline:
(For the sake of discussion, raid bosses would only award full points if they are white con or higher, anything blue-con or lower would be treated as a named group NPC of the same con. A description of this color con system can be found at the end of this post.)
Contested large raid size boss = 50 spirit power
Contested mid raid size boss = 35 spirit power
Contested small raid size boss = 25 spirit power
Non-Contested large raid size boss = 20 spirit power
Non-Contested mid raid size boss = 15 spirit power
Non-Contested small raid size boss = 10 spirit power
Red-Con named group NPC = 8 spirit power
Orange-Con named group NPC = 6 spirit power
Yellow-Con named group NPC = 5 spirit power
White-Con named group NPC = 3 spirit power
Blue-Con named group NPC = 2 spirit power
Green-Con named group NPC = 1 spirit power
Red-con group NPC = .5 spirit power
Orange-con group NPC = .4 spirit power
Yellow-con group NPC = .3 spirit power
White-con Group NPC = .2 spirit power
Blue-con Group NPC = .075 spirit power
Green-con Group NPC = .025 spirit power
Now that we know how spirit level values could scale, let's consider how this concept could affect the death penalty in greater detail:
"We want the player to respect and even fear the environment, but also to be enticed by it. A big part of achieving this balance is making sure there is an incentive to avoid death."
The spirit conversion concept is literally predicated on the very first sentence. With this system, players would be forced to respect their environment, but they are also enticed by it because every NPC they kill can offer additional spirit power. When a player dies, they lose some of that spirit power. Spirit power can be used to buy something desirable. I don't want to lose my spirit power! Sounds like an incentive to avoid death to me!
"That said, if a death penalty is too severe, it can keep players away from some of the more challenging and rewarding content, and we are keeping this in mind as well. So death will sting, but it will also not involve losing an unreasonable amount of experience, or levels, or a permanent loss of items."
This is a great point, and in regards to just how much spirit power would be lost upon death, let's assume a value that could depend on several variables. Perhaps each death would scale the amount lost. Let's say it starts at 100 for the first death, 200 for the second death, 300 for the third death, and eventually caps at around 500, but resets daily? This is where the banking aspect comes into play, and it should be flexible enough so that players can develop a strategy with how often they use it. What if a player has the option to bank their accumulated spirit power as often as they like, but after each successive banking they are required to pay a gold/plat fee that scales higher and higher the more often you do it, but resets weekly? After the week is over that cost would reset to the point where your first spirit power bank is free and then it continues to scale up again. This could be an awesome plat sink. It allows players to mitigate the risk of their deaths for a cost while still maintaining a constant sense of danger/risk while they have any unbanked spirit power on their person.
I feel something like this would strike a very reasonable balance where all player types can benefit from the system and it's flexible enough to allow them to mitigate their risk. At any given moment, players would need to be cognizant of their surroundings and do their best to avoid death. They are still incentivized to adventure in the world as much as possible to maximize how much spirit power they can accumulate, and with the daily/weekly reset timers, there is enough of a cushion present that they won't find themself in a hole that they can't climb out of. By adding a currency cost to the banking process, this also introduces an important plat sink into the game that can help stem off inflation. By making the rewards for this system desirable, the art of avoiding death should be at the forefront of every player's mind while they navigate the dangerous world of Terminus. This kind of end-game risk vs reward death penalty would be very appealing to me.
The color con system has been used in many games but here is a reference point:
Red-con = 8 levels or higher
Orange-con = 4-7 levels higher
Yellow-con = 1-3 levels higher
White-con = Even level
Blue-con = 1-3 levels lower
Green-con = 4-7 levels lower
Grey-con = 8 levels or lower
Also, even without level loss it really sucks to have to run back because some idiot playing with clownshoes wiped the raid again. Dont be that guy either.
Nonetheless, I'm glad my post helped support your argument that you "hate any focus on max level play"...
XP loss and potentially losing a level needs to be real. In EQ you didn't always lose a level if you died only if you were barley into your level but nonetheless you had to be careful as multiple deaths with little to no xp gain in between the deaths very well could de-level you. With no risk the rewards are not as sweet...