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Netheril : Age of Magic

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Messages - Surfing_Turnip

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General Discussion / Re: Death penalties
« on: October 23, 2018, 09:41:53 pm »
For my part, I'd like to point something out. Increasing death penalties, though at a glance seems to deter excessive dungeon crawling, can actually have the opposite effect.

From the position of what game-play it encourages, increasing XP and GP penalties drives players towards having to spend more time in dungeons and killing monsters to generate the same average XP and GP gains over a given period of time. Even providing a lingering penalty for death merely encourages the time between having this penalty to be more saturated with dungeon crawling content. This is something that I've seen happen in a lot of servers that make death more severe - they intend to discourage 'risky' or 'grindy' play styles, and inadvertently actually encourage it.

Those that are drawn towards max level content or are currently happy with the rate of progression also become at risk of burning out or becoming frustrated, intentionally or not, over time as standard game-play becomes more punishing with little additional incentive other than self generated value - that is the satisfaction that comes from reaching a level or getting a piece of loot that they as a player have decided ahead of time they want to gain. In addition to this, this self generated value becomes delayed, further exacerbating potential issues.

As counter intuitive as it may seem, if you intend to have players spend less time grinding, then the answer is to increase XP gains. If your intention is to make role played deaths more impactful, then you reduce the risk of death outside of RP focused content.

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