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Re: POLL: Experience Loss on Death
increase death penalty will be worse for noobie
they get coi ganked every day
say 5~10mins exp penalty will be 30mins or 1h.
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Re: POLL: Experience Loss on Death
This was an interesting read. Has there been any official update yet? I’m new and want to understand what I’m getting into before I invest my time
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Re: POLL: Experience Loss on Death
My opinion on this is that if you increase the experiance loss on death then you should also increase the lawful loss. They are suppose to be tied together.
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Re: POLL: Experience Loss on Death
you go max chao when you kill someone. Have you even lineaged before?
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Re: POLL: Experience Loss on Death
Yes, I believe I have played Lineage before. That doesn't change my reply. The time a player stays Chaos should not be less than the time to regain xp from death.
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Re: POLL: Experience Loss on Death
I was in holidays and didn't check forums much. Although I was aware of the poll. Already voted: flat value. It penalizes the higher end only. Yeah, online games make you die from DC. Shyt happens. If it happens too often, check your internet provider or hunt in party with someone capable: heal, mass tele out, etc,... Use your brains, or let others think for you.
First of all,
All private servers stall because its overvalued rates. Lineage 1 was meant to be played at a pace. The only way to fight that is creating resource sinkholes.
On live servers the problem was there, but with standard rates, it took longer... Bots just accelerated the process, because bots never sleep.
So, there are 3 main resources at lineage: Adena, items and EXPerience (yeah, XP is also a resource).
If you want a long term server, you better regulate those properly. Items regulate themselves due the greediness of players, at least to a certain point. Usually, those resource values should be brainstormed before putting up a server, taking into account that lineage players are hardcore grinders.
Raising XP loss to a flat value, just punishes high-end characters. It will improve the server. I think 5% is too high, I am at lv 77 myself and I stop leveling. I died 1 time to pvp and 1 time to pve.
2% hurts my arse, but I think it is a fair value. It takes 2 days of me grinding to recover. Some of you will never make it to 76. It is ok. Just a few will make it to 78.
You can beat any monster in game but Girtas with 7 capable level 72s+. you dont need level 78.
To encourage PVP, I would reduce the death penalty at siege to its current state: not change it. Siege should be the place to pvp. No griefing. No personal targeting. People fighting for a goal as a team. And the goal not being griefing someone.
Also, Greater Resurrect or Cathedral would have a purpose! Creating a Adena sinkhole and fulfilling the other resource requirement.
Of course, all this is my personal view.
TL;DR:
Flat 2% death penalty outside sieges (review WAR command as well before implementing). At sieges current XP loss remains.
My 5cts for what is worth it.
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Re: POLL: Experience Loss on Death
I forgot to mention. Really important too. Areas SHOULDN'T share resources.
Lawful points on death-drop chance means: item resources.
It is wrong that GP gives that much LAWFUL. GP should give low lawful points already. A lot of less griefing would happen already if GP lawful reward would be lowered. Some people just dont care griefing because they do their daily XP gain while regaining lawful.
The triangle of item-adena-XP is the balance of Lineage 1.