Alex Schultz wrote: > Death penalties: > -One of the things that bugs players the most
I wonder if this is somewhat tied to some of the other points raised elsewhere, where players can die very easily. I have a feeling that if you had to be really stupid to die (have a low level character wander into a high level dungeon), deaths would be less common, and thus the death penalty wouldn't be so much an issue. > -Remove them? > -A "limbo" map? > -a choice between certain penalties? > -Could make them more "tangible" There are already a fair number of values in the settings file that could control this. I image if you set the death_penalty_percentage to 0, you wouldn't lose exp. I don't see any option to remove the depletion on death, but that would be an easy change to make. I'm not sure what the limbo map gets us. A choice between death penalties is interesting. But then you have to ask what the penalties are. Obvious choices: - exp loss - stat loss - monetary loss - time loss (character/player has to sit a while?) - other? The problem I think is that this is almost the same thing as removing the death penalty - a player at any decent level is going to choose the penalty that doesn't hurt. Eg, at relatively modest level, you can get potions of life, so the stat depletion isn't a big deal (if we change it to actual stat loss, that could be more a deal). If it means the character can't be played for half an hour or something, it means you grab dinner or a snack, or play a different character. The monetary one could be a way to remove money from the game. I do think the losses have to be tied somehow together, something like: 10000 exp = 10000 platinum = 1 stat point type of thing. Time loss should probably be fixed no matter what the loss. _______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire