Re: In game Death penalty *admin response, give feedback
#141Its useless argueing with people in Avalon when they have tons of high levels
If you are fighting the mobs that you SHOULD be fighting, you shouldn't be experiencing a lot of dying. Yes, this also means that there are certain times when you would be better off pairing or grouping.[Eg.] A player dies once trying to see if he can solo a four star... He gets a small debuff
to his stats that last for just a minute or two (as admin suggested)... That player has some choices:
A) wait for the debuff to fade while soloing other mobs (still possible with only a slight debuff) and then retry the four star mob (hopefully with a different strategy or with some friends/support)
B) run head first into the same mob with the debuff still active almost certainly leading to another death and yet another debuff (slightly stronger debuff than the first) and repeat this until they decide the game is dumb
C) REALIZE they aren't yet strong enough to complete that particular set of content and return to whatever area they had previously found success in.
Papi, I like the concept in general. But I wonder if there wouldn't be a negative result of people avoiding certain fights. Mostly, I am thinking of clan/group fighting.Well instead of a stick how about a carrot?
Don't create a death penalty but instead create a life bonus. For every kill your level you get a +1% bonus to xp and gold and ability training. IF you can stay alive for 100 kills your level then you get +100% on everything. No credit for things lower level than you. Death means a restart.
The down side is that PVP will be empty if it resets your kill count.
This is just a situation where there are various versions of a proverb. Similar, but slightly different.
Yeah I didn't understand the "carrot and stick" analogy.
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