Celtic Heroes

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Re: In game Death penalty *admin response, give feedback

#101
In both cases a druids res would prevent the loss.
Yes.. but who rezzes the rez druid? Or do I just count on always having a debuff? Seems a bit unfair because I can't rez myself :|
Just following the current discussion. Not bent over one way or the other on Rez. The point was that a carrot and a stick are not that different.
Papi - Arawn - Beta 4
GuildChief- / MageGuild (Chief)
Glanmoric-Mage 120
Duergath-Rogue 100 TheFamily Chief
Whuric-Druid 91
Volar-Warrior 91
Doriz-Ranger 70
"Growing old is for people who have forgotten how to play."

Re: In game Death penalty *admin response, give feedback

#102
In both cases a druids res would prevent the loss.
Yes.. but who rezzes the rez druid? Or do I just count on always having a debuff? Seems a bit unfair because I can't rez myself :|
Just following the current discussion. Not bent over one way or the other on Rez. The point was that a carrot and a stick are not that different.
I feel the same way as you. I could go one way or the other. This was just a thought I had while reading this thread. everyone gets a rez but the druid :(
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Re: In game Death penalty *admin response, give feedback

#103
In both cases a druids res would prevent the loss.
Yes.. but who rezzes the rez druid? Or do I just count on always having a debuff? Seems a bit unfair because I can't rez myself :|
Just following the current discussion. Not bent over one way or the other on Rez. The point was that a carrot and a stick are not that different.
Yeah I didn't understand the "carrot and stick" analogy. I understand the point they made to reward players instead of punishing them in order to achieve the same goal. If the carrot on the stick is the motivator for the horse to move forward and you remove the carrot then the horse doesn't have any incentive, right? Lol... Way off topic... I think the the carrot and stick method are the negative way to motivate because the horse has no reward but just constantly tries to satisfy it's hunger in vain thus achieving the goal to make the horse move. The opposite would have to be making a trail of carrots so as the horse continues down the path it is rewarded for its efforts. I think the posters in favor of a life reward instead of a death penalty meant that they preferred a trail of carrots.

Re: In game Death penalty *admin response, give feedback

#104

Yes.. but who rezzes the rez druid? Or do I just count on always having a debuff? Seems a bit unfair because I can't rez myself :|
Just following the current discussion. Not bent over one way or the other on Rez. The point was that a carrot and a stick are not that different.
I feel the same way as you. I could go one way or the other. This was just a thought I had while reading this thread. everyone gets a rez but the druid :(
If a Rez Druid could Rez a rez Druid, how many Rez Druids would he Rez?
The other Rez Druids rez the Rez Druid so every Druid may be rezzed.

You've now blown my mind twice on two different topics bitey =)

Re: In game Death penalty *admin response, give feedback

#105
there is a little flaw, firstly why would they gain exp loss when dying, for example: if they just lvled then they cant loose any exp...if so will they loose a lvl


I think everyone has already agreed that an xp penalty would not be a good idea for this particular game for a number of valid reason. It's futile to respond since admin said they probably wouldn't go with that option. To respond to your issue anyway since I'm bored, it would be up to the developers. Either they would lose a level (like in Everquest) or they would only loose the amount of exp they had accrued in their current level down to zero and still retain the level but have an empty exp bar.

...secondly, if you have no gold when you die how are you going to implicate the gold loss, you need to think your ideas through a little more.


Same as before. If you had gold, you would lose a small amount to penalize you. If you didn't have any to lose then you wouldn't. If they did something of that nature then I would strongly suggest that OTM allow players to keep gold in bank where it is unaffected. Like in diablo, only the gold on your character would be vulnerable to loss.

personally i think its a rubbish idea because if your lvl 1-10 and your trying to lvl but you really need this weapon from say dustwither and you die and die and die...then that wouldnt be fair would it


Yes, I believe that would be fair. If a player of inadequate level continuously tries to defeat a mob that is way too strong for them in the hopes of attaining better items, they should probably not be overreaching their character like that and either be patient or recruit other to help. Is that the way you think the game is designed to be played? "that boss just murdered the hell out of me, but I really need that drop... Oh well, I'll just keep running at him and hope for the random chance that he misses on all his skills eventually and then I'll defeat him!"

So you died 50 times and on the 51st try to finally take him down and MAYBE got the drop you had hoped for? That sounds like a win for the mob, even if the player does eventually succeed.



and again if you die and loose exp then it would be even harder to lvl people will get bored of the game and quit the game, personally i think ch is unique and should stay like that, high lvls...probably wouldnt mind but the low lvls...probably would minds


And again, admin said probably not on this one.

the game has its natural structure..i used to play runescape...i didnt like the lag or death penalty where your stuff is left where you died, thats why i love ch, it gives the game a hard perspective but it really is easy as longs as its unique and easy to follow, i woudnt mind if you didnt write so long talk with the quest people tho


So you like the game because it's easy but seems hard? I'm confused... Did you not want me to write so much, or you don't want the people who design the quests to write so much?
Meh, anyway... Thanks for the feedback.

Re: In game Death penalty *admin response, give feedback

#107
I had an idea for revamping spring of life. It might not make sense though because this came to me at like 3am...


We want it to nullify a death penalty, we want a short cooldown, and we want the amount of points put into it to affect HP when rezzed not level allowed to rez. I have a feeling we might not get this though, because some may say its getting overpowered. So here is my idea: instead of nerfing it, make it a craftable skill.

Make a repeatable quest for druids where you have to gather a couple common items (for example: 2 unicorn horns, 1 wisp essence, and a bloodstone). The reward for this quest would be an item called Spring of Life. It would essentially be a rez idol that you could use on other people, but the effectiveness of it would depend on your skill level in spring of life.

Level 1: rez with 100 hp
level 2: rez wih 200 hp
level 3: rez with 300 hp
....
level 30: rez with 3000 hp

This would be a different sort of nerf, because if you don't have the Spring of Life idol from the quest, you won't be able to rez anyone. If you wanted to alter it further, you could make the quest repeatable only 5 to 10 times a day. So that way you could only get a certain number of spring of life idols in one day.

I got this idea because I used to play a shaman on WoW, and there was a self rez skill that you needed to have certain items to perform it. It seemed to work well there, and I think it may work well in this case too. This would also open up a new market for some items typically classified as "vendor trash", and would allow noobs a new revenue stream while leveling up. This model could also be applied to other skills that are overpowered, instead of giving them a straight nerf (or to introduce completely new class specific skills). However, I don't know if the current game engine supports this.

What are your thoughts on this idea?
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Re: In game Death penalty *admin response, give feedback

#108
lol I do mean quest talk not this, well I mean if there was no gold to be lost then why should there be a penalty on it plus it would make gold harder than it is already. Ok so hubris up a high lvl which means you won't die a lot as other people would so you should take into account of other people's way of the game it isn't as hard for you as it's for lower levels. If I'm Making sense then good lol
Image

Re: In game Death penalty *admin response, give feedback

#109
I had an idea for revamping spring of life. It might not make sense though because this came to me at like 3am...


We want it to nullify a death penalty, we want a short cooldown, and we want the amount of points put into it to affect HP when rezzed not level allowed to rez. I have a feeling we might not get this though, because some may say its getting overpowered. So here is my idea: instead of nerfing it, make it a craftable skill.

Make a repeatable quest for druids where you have to gather a couple common items (for example: 2 unicorn horns, 1 wisp essence, and a bloodstone). The reward for this quest would be an item called Spring of Life. It would essentially be a rez idol that you could use on other people, but the effectiveness of it would depend on your skill level in spring of life.

Level 1: rez with 100 hp
level 2: rez wih 200 hp
level 3: rez with 300 hp
....
level 30: rez with 3000 hp

This would be a different sort of nerf, because if you don't have the Spring of Life idol from the quest, you won't be able to rez anyone. If you wanted to alter it further, you could make the quest repeatable only 5 to 10 times a day. So that way you could only get a certain number of spring of life idols in one day.

I got this idea because I used to play a shaman on WoW, and there was a self rez skill that you needed to have certain items to perform it. It seemed to work well there, and I think it may work well in this case too. This would also open up a new market for some items typically classified as "vendor trash", and would allow noobs a new revenue stream while leveling up. This model could also be applied to other skills that are overpowered, instead of giving them a straight nerf (or to introduce completely new class specific skills). However, I don't know if the current game engine supports this.

What are your thoughts on this idea?
I like your outside the box approach to revamping SoL but I absolutely abhor gathering quests.
Tis' true, I could buy the required items of of lower level players that are actively grinding in the content that produces whatever items are needed. I'd rather not see this mechanic seep into spell casting. Crafting is allegedly right around the corner and will introduce a similar element. Imagine if they turned SoL into a recourse consuming spell... The next logical step would be other skills, right? So now imagine having to collect fire wisp essences as a Mage in order to cast your fireball at max damage. That is essentially what you're suggesting, right? Or did I miss the bus all together?

Re: In game Death penalty *admin response, give feedback

#110

Yeah I didn't understand the "carrot and stick" analogy. I understand the point they made to reward players instead of punishing them in order to achieve the same goal. If the carrot on the stick is the motivator for the horse to move forward and you remove the carrot then the horse doesn't have any incentive, right? Lol... Way off topic... I think the the carrot and stick method are the negative way to motivate because the horse has no reward but just constantly tries to satisfy it's hunger in vain thus achieving the goal to make the horse move. The opposite would have to be making a trail of carrots so as the horse continues down the path it is rewarded for its efforts. I think the posters in favor of a life reward instead of a death penalty meant that they preferred a trail of carrots.
The carrot stick analogy refers horses but it is the option between giving him a carrot vs hitting him with a stick. A Death Penalty is negative reinforcement like hitting with a stick as opposed to positive reinforcement like giving a carrot.
Papi - Arawn - Beta 4
GuildChief- / MageGuild (Chief)
Glanmoric-Mage 120
Duergath-Rogue 100 TheFamily Chief
Whuric-Druid 91
Volar-Warrior 91
Doriz-Ranger 70
"Growing old is for people who have forgotten how to play."

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