Death in Imperian
I would like to make considerable changes to death in Imperian. Of course, I am not going to do that without talking to players about it, as I am not a fan of hate mail and death threats.
The biggest complaint I get from players, especially new players, it how we do death in Imperian. While it is a fun concept, people hate it, are confused by it, etc.
In short, dying in a game (any game) is not fun. The Underworld tends to make it even less fun.
The tentative plan is this:
- Disconnect Dis from the death sequence.
- Dis will come back. We are putting a HUGE effort into finishing some new underworld areas right now. All of the cities will have UW versions. Dis will connect those 6 areas. They will all be high level bashing, spawnwaves, bossmobs, and questing. Their will be some ways to motivate PK as well.
- Create a new death sequence.
Here are my starting thoughts for a new death sequence.
Idea One
- Player dies
- Player enjoys several messages about death while waiting to respawn.
- 10 seconds if killed in their city
- 20 seconds if killed anywhere outside a city
- 30 seconds if killed in an enemy city
Pros
- People are back to the game quickly. Playing the game instead of waiting around doing nothing.
Cons
- Players will continually throw themselves at each other in heated PvP moments. Not sure this is a problem, but it might be.
Idea Two
- Same thing as above
- After a player comes back to life their max HP is set to 25%. After 1 minutes it is 50%. After 2 minutes it is 75%. After 3 minutes it is 100%.
Pros
- People can get right back to playing, but will think twice about running back to PvP.
- They can run back into PvP, but at a risk.
Cons
- Takes longer to be able to get back to bashing or other non PvP activities.
So in both of these, the idea is to get players back into the game quickly. I think that in all cases this is a good idea. Players want to play the game, not watch the game (or get stuck, lost, or confused in the UW). The only exception may be PvP. Personally, I would love getting right back into PvP, and people coming right back at me in PvP. However, I know that I am generally the exception to the rule when it comes to that.
At any rate. Please add your comments here. I am MORE then open to other ideas as well. Although I am pretty decided on changing up how death works as very few people like it.
Don't worry about the RP behind all these changes (should they happen). We will plan events, RP, and story for all of it. Let's not make that part of the conversation right now. What I would like is a mechanic that people would enjoy.
Also remember this is not set in stone. These are my initial thoughts to stimulate the discussion
3
Comments
-Aryana obelisk. This is broken anyways, but it's still a factor. Whoever has the Aryana obelisk side steps a lot of death penalties now.
You should also plan on a separate death mechanic for everyone below level x who dies outside of pk. All newbies should get a guardian angel or a baby entity that runs in and bunny foo foos them back to life with words of wisdom. "Hey, you died to a fat woodling. Don't you think you should set your sights a bit lower? Go kill Jesse instead."
If a novice dies to pk, you should have the rescue bunny say, "Whelp. What did you think would happen with 250 health and a novice sword built as cheap as possible."
As for the rest of the game, I'm ok with stiffer penalties. If you're going to make a whole underworld mechanic, I'd make death take an annoying amount of time that I have to interact with the underworld to reduce to something manageable. This forces players, all players, to get off their ass and go get involved in the world to get non-annoying death times. This is something that Imperian is and has always been missing. There's nothing to stop me from being Ahkan-afk-bot, wait shardfall.
30s of death + applying defences + catching up on the situation above (presuming death removes all forms of communication with the outside world, similar to FOCUS ARYANA now) + moving back to the action seems long enough of a penalty. This has the upside of allowing teams that work together better to be more efficient than mobs of players. And this doesn't really effect people who were just out hunting.
We did bat around an idea with different times based on PvP vs PvE death.
Also works with PvP.
the claims are stated - it's the world I've created
The biggest problem with Death in Imperian, and what is probably the source of all the complaints from experienced players, is the huge bottleneck at the ferry. This leads to things like sitting there while dead waiting for the rest of your group to get their crap together so you don't leave somebody behind, and it leads to things like having an extra long wait time because somebody took the ferry just as you got there.
Any system you come up with that doesn't have those restrictions is going to be an improvement, really. The only real thing of importance with a change like that is that it doesn't let people graveyard zerg.
EDIT: And the graveyard zerg is problematic because the death/respawn timer can easily be lower than the amount of time required to capture a PvP objective, making the objective be resolved by a game of "who will get tired of this first?".
"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."
My problem with the health reduction thing is that if you're going to give me a penalty that's so harsh that it makes the game all but unplayable, there's no real point in letting me out of Dis that early.
That's why I'd prefer the +PvP_damage idea. It prevents graveyard zerging, since that's the problem with fast rez timers, but doesn't otherwise interfere with playing the game.
"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."
Edit: I can grammar.
I like the idea of some variation of option two and as Selthis said, make it easy on the newbies.
What I would prefer is a penalty that prevents people from graveyard zerging PvP conflicts, but which doesn't have an effect on other areas of the game. If I lag out while I'm bashing, I'd rather not end up having to wait to go back out.
The length of time it takes to go from dead to combat effective is hugely important for PvP. On the other hand, it's basically irrelevant outside of PvP scenarios, and so I don't see a reason to give those people a penalty which is basically "tab out for a few minutes and go do something else", which is what any real penalty will end up being.
That's why I'd like to make the penalty increased damage taken from PvP. It has the same general effect as the reduced health, in that it makes you far less tanky and a squishier target in PvP, but it doesn't have an effect outside of PvP.
Go ahead. Run back into my fight at 25% of your max health and see how low of a target priority you are."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."