Just curious, was this death penalty borrowed from Saga of Lucima? This is what they have been using for a couple of years now. I totally understand that a lot of the industry does this to a certain extent, though if that's where the idea sparked from, I would at least give credit where credit is due. I think you both are making a game that a lot of people want/desire. Best to keep everything above board if possible.
There is nothing really novel or unique about a death effects that would count as any form of IP. EQ had return to bind point, exp loss and naked corpses. WoW had wisp run, rez effects and durability hits to equipment that needed repaired. SWG had return to cloning center, wounds and item durability (though I think that was from combat not from death specifically). There have been many others including lootable player corpses, perma death, instant respawn without any penalty and loss of gain towards the next skill rank.
The exact mix that Pantheon is picking has nothing to do with Saga of Lucima, more likely both are drawing from the same inspiration of the first three games I mentioned.
PS Haven't even heard of Saga of Lucima
Niien said:Just curious, was this death penalty borrowed from Saga of Lucima? This is what they have been using for a couple of years now. I totally understand that a lot of the industry does this to a certain extent, though if that's where the idea sparked from, I would at least give credit where credit is due. I think you both are making a game that a lot of people want/desire. Best to keep everything above board if possible.
SoL doesn't have classes or levels. How can there even be exp loss (or de-leveling) in SoL?
I don't know what SoL's death penalty is, but that alone is a significant enough difference that rules out it being "borrowed"...
So we keep the equiped gear we have on upon respawn at bind, but the inventory and cash remains on corpse. This is a good trade off, but I worry it will amount to nothing more than just teaching people to travel lightly to mitigate any loss of time/resources/etc in the event of an unrecoverable corpse.
We need to add a meaningful amount of xp debt/loss. Its the only thing that can provide a real sting for death.
Corpse runs can potentially return some of the xp debt/loss by having a player return to their corpse.
Maybe reward 25% xp debt/loss recovery for just making it back to the corpse and looting it. (Just in case someone wants to sneak their way back there without a group to get their inventory, money and a little xp back.)
Or if you are with a group or with at least a preist or necro they can rez you with 50%+ xp debt/loss recovery, if you are both at the corpse where you "died"... And provided you do it before you loot the corpse. "At corpse rezzing" should also have a reasonable time limit to it. 72 hours or something.
One or the other, you either get back to and loot your corpse and loot it or you make it back with someone that can help you recover more xp by rezzing you. Priest and necro mastery should also provide added recovery %'s.
As far as a time managment thing goes, if thats what part of this is about.. If people have to keep going to the bank to drop off equip and money then they will be at their own disadvantage to me because I'll just be xping and doing corpse runs instead of running to the bank all the time. It's a little bit of a 6 if one and half a dozen of another to me. But the point made above me about peoples concerns for unretrievable corpses, that is a different story. Hopefully there will be ample time to get a corpse so everything is retrievable eventually, with the help of some other friendly people
Edit: Lazy phone typing