Post by xenakis on Aug 31, 2015 16:16:44 GMT
Respawn
Haven't tested extensively, but it seemed like you would respawn in a default location, currently the center of Market Square in Toldara. I find the dying aspect can play a huge part in the player's experience. Realms of Kaos, for example, had a somewhat elaborate Divinity system where players, when creating a character, had to choose which one of the five gods their character would be following. Cities had temples for each divinity, which offered healing and would act as your respawn point when you died. It's a simple thing, but I think it can add to the depth of the game, both role-playing and storywise. Wouldn't need to be a religion system or temples, though. It could be your class guild or some healer/shaman/weirdo NPC in every city who would take you under their wing to heal your wounds and get you back to life.
Experience
Losing 10% seems fine, although I'm still unsure about the whole way the xp system works. Each level-up requires 100% xp, but it seems like 1% xp is a constant value all along, no matter what level you are. The only variable seems to be what monsters you can get xp from (≥ playerlevel - 2). To me, this sounds counter-intuitive. As a player, I'd rather know that a small rat, for example, could give me 1 point of xp, no matter where I am in the game. If reaching level 2 requires 100 xp points, I know I can reach it killing small rats. I would also be able to figure that it would be ridiculously long to try and reach the (say) 12 000 xp points needed for level 10 by killing those small rats. I could do it, but it would take me forever. Currently, if I'm level 10 and stumble upon a level 7 monster in the wild, I don't see much point in killing it as it offers no exp points whatsoever, which also doesn't make any sense. The tricky part is to find a balance as to how many xp points monsters should reward the player with related to how many xp points you need for each level up. Again, if you're curious: the RoK Experience Tables were even different depending on your character's class.
Coins and Inventory
Another classic aspect of dying in RPGs/MUDs is losing some part of your items and money. There are two main reasons why I think Domdaria should also work in a similar way:
- it adds some fun and healthy pressure to the player. Even if a player could decide to sacrifice some xp points (which they can always farm again later), what if they've just bought a new shiny sword that cost them a lot of gold? Surely they'll want to avoid dying if there's a chance to lose it in the process!
- if a player decides that their character is an evil villain bandit attacking anyone on their path (or any lighter reasons why PvP is bound to happen, really), well killing another player should reward the player-killer in some small way. Usually, this occurs through the possibility of looting the killed-player's remains.
Both aspects are sure to increase the player's bonding with their characters and will make them avoid getting killed as much as possible, which in turn adds to the overall realism of this virtual role-playing universe.
Losing everything might be a bit harsh, but I think ≥ 50% of your coins and at least some (if not all) items seems like a good option IF players have options to protect themselves. For example, some NPC could offer the possibility to bind an item to your character's very core, preventing the loss of this item when death occurs. In RoK, the Cleric class could unlock the Soulbind spell that did just that and gave clerics the use of a precious spell which they could in turn "sell" to other players for a fee. For Coins, cities would need to offer some sort of banking system, where players could deposit their money and have it kept in safety while they go on perilous adventures.