Something I have considered for the last several years on Imperian is removing experience loss from the game completely.
Dying would never result in losing XP. The penalty from dying is the time lost from dying (which sucks).
This change would require removing experience gain from killing a player from adding XP to the overall XP/levels. (We can keep the pk level xp moving up and down) I would actually like to keep XP gain from PVP on, but people would farm it no matter what rules we have in place.
One of the main reason people hate dying to other players is the loss of XP. I am sure many of you hate dying because you are losing to another player, but at least the XP sting would come out of it.
The reason I have never made this change, is because it is such a foreign concept on our games. I keep telling myself that it has always been this way. That is the worst reason in the world to not change something though. Losing hours of bashing work sucks when the only way you can get it back is from hours of more bashing work.
Another thing that popped into my head would be allowing players who die in their cities (from raiding usually), the option to instantly res at a central city landmark. They would res with temporary grace so they can def up or opt out of whatever is killing players in the city. Something like - You have died during a raid, type RESURRECT to be placed at Kinsarmar Crossroads. This includes things like mob raids from events that can be annoying as well at times.
This would take some of the sting out of dying when getting raided, and may help slow down raids that never end.
Anyways, a couple of ideas there for you to give me some feedback on.
Comments
I'm fine with a landmark to rez, but it sounds abusable as all get out. It also gives an advantage to the defenders (fine in and of itself), but do they really need another with guards, siege, higher mobility, etc? Raids only happen to farm cheap kills these days, because elite guards make any other goal stupid. I don't think this thread is about raiding, though, so I won't voice my concerns there.
Example:
If you elect to focus aryana (long or short) or take charon's boat you lose 0 xp.
If you choose to insta-rezz at your city landmark you take the standard xp loss hit.
Edit 1:
To address some concerns raised by @Sarrius:
-At level 100+ the xp loss amount may as well be 0 anyways.
-The xp loss at aspect is a pittance. The xp loss at level 60 is noticeable as hell.
Edit 2:
If you really wanted to be a jerk (which you have to be with the pk crowd) you could make guard deaths (and only guard deaths) cost people xp upon death. The argument here is 99% of the time, you shouldn't have been there anyways.
Actually, as far as instant rezz goes, would it still leave a corpse? I only mention this as necromancy requires corpses for draw heart and essence. In theory, I could die, lose no xp, anchor bounce to Dis and buy back without leaving a body for the necromancers to replenish their essence. (I stole Aleutia's question)
I wouldn't mind if we don't lose xp to pvp deaths. It would encourage people to participate in pvp more. I still think we should lose xp dying to PVE or guards in raids. Or else people would just keep throwing themselves till the guards died.
..wait I just realized something, Jeremy's ideas are sounding a bit like Midkemia. *flees*
I would definitely push for the removal of xp from mob deaths as well -- as someone whose internet is entirely reliant on my landlords decision to not randomly unplug the router, I cannot quantify how frustrating it is to pay a time tax on bashing when I log back in and see that disconnect logout didn't kick in fast enough to keep me from dying.
Incidentally, it'd also give the option to build "high risk" bashing areas in the future where xp loss is enabled by flagging it orc-controlled territory where everyone is enemied.
At my level death is so meaningless that I'd have to die literally hundreds of times without gaining any exp at all to feel it, so I am fine with removing the loss.
I do not like the instant resurrection idea, though. One thing that makes the Aryana Obelisk so stupid is that it allows the circle that has it to corpse rush the opposition. Charge, kill a few, die. Get back out of Dis way before the few who died, charge again while you have the huge numerical advantage. Repeat as needed. The instant res would just exacerbate that problem.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Cities are QUITE safe havens already unless your people with security privileges are fully incompetent. Do we need to increase that factor?
To make people go out of cities more, you need to actually remove xp loss but only if you die OUTSIDE of your city. Sewers would count as being in the city/council for the purposes of this. Townes probably should count as safe, no xp loss. That might actually help towne houses to be a bit more attractive.
Hence, people wouldn't be afraid of going out to hunt/combat, because in that situation is when they truly don't have anything to lose.
Defending is already easy, and virtually all of the risk is already on the attackers.
EDIT: Removing xp loss in general is something I support, though. Not for me, because I've already hit 109 three times and xp loss is meaningless, but I remember when it sucked.
the claims are stated - it's the world I've created
I do like the no experience loss on dying. For Aspects it's minimal, but for the people just trying to grind away it is disheartening, especially with some shard battles that are really fun, but if you're the wrong class(Priest, Summoner) you can die an awful lot.
It is unfortunate that you would lose the ability to gain Overall levels through PK, as Questing is minor at best(Though I love the changes your doing with each area you revamp, keep it up!) and it leaves everyone with.. more bashing to do.
Edit: Forgot to add, I don't like the instant Resurrect, but perhaps an Aryana obelisk like timing and option when you die within your city. Those that have the obelisk could make it even faster? Or in that case instant?
With this crappy math that is thrown together, just participating in Shardfalls has lost me about 2-3 hours worth of bashing, which doesn't seem all that bad for the number of times I've been PK'd, but I also don't think it would be all that game changing to remove it.
This has the benefit of allowing me to buy back to go kill the druid who shouldn't have killed me. Given, it cost me 3% of my level, so I have to go bash it back, which gives the terrible druid an opportunity to kill team me again.
Now replace guard with anything. Make the cool down something reasonable +2 (grace time). Honestly, I'd make instant buy back percentile and the increase percentile so it gets meaningful fast. Holy crap, I wasted 20% defending that monolith.
You can't order guards while graced. That doesn't mean you can't use grace to find where the raiders are, or move to the room with the guards before you ungrace.
the claims are stated - it's the world I've created
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
General Brishi Dra'Nyk (Male akrabi).
He is ranked 104th in Imperian.
next week
He is ranked 404th in Imperian.
Lose xp. Die faster. Buy back more. Circling the drain.
Feeling compelled to burn large amounts of exp to win so that you can feel compelled to bash forever to get it back is not a compelling mechanic.
At least, not in a good way.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Ahaha, I want this please.
That's a one time purchase of a permanent benefit. It's nothing at all the same.
This would be an attrition battle that would basically go "Azefel is willing to spend 30% of a level to stop you from doing this. Do you want to pay 35%? (Y/N)."
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I don't know if completely removing experience loss from PK is necessary, but untying it from Overall would be great, or simply removing PK experience loss due to deaths in your own city would probably be great changes. Example where I think this shines: Cassius is awesome. Doesn't spout off(that I've heard), very respectful, constantly learning stuff, able to guard-rush better than most other Kinsarmarians, and in a IRL day when Demonic raided at least 6 different times, he defended in each one that I saw. At the end of the day, he was down like, 20-40% overall from his participation, even though he died fewer times than he repelled the raiders. Since adding pk gain for guard rushing isn't likely, removing his pk loss defending would be awesome and would help mitigate some of the general cost of defending(being that defending is pretty much lose-lose, apart from the satisfaction of seeing a bunch of people get eaten simultaneously by guards).
Regarding that raid resurrection thing, no real opinion. I'm worried that it'll be difficult to prevent abuse of any similar system that you put in that has any kind of positive bonus given to those that are killed in the city. I think something similar to Aulani's idea would be great, except maybe limit that extended grace to just a single room like the center room of a city(Crossroads, Shuk, etc).
Also, @Juran. XP loss is irrelevant once you hit aspect, you're correct about that. This change isn't for us though, it's for low-midbies whose likely death in a shardfall will set them back several minutes of bashing. I don't mind a certain amount of time lost when you die as a mid-level character, but you're already losing 5 minutes getting back from Dis, and being set back 15 minutes worth of experience is just frustrating at that point, especially when you're giving new things like shardfalls a try, or you're a constant shardfall participant and either don't have enough health to last, don't have escape skills to get out, or just get targeted first because you're low level.