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Dying
Dec 24, 2003 14:14:16 GMT -5
Post by Beagle on Dec 24, 2003 14:14:16 GMT -5
It's pretty obvious that currently in NinjaWars, dying is only a minimal drawback and actually is used strategically to benefit. People kill themselves on purpose. This says to me that death is currently not well implemented.
What I'm thinking is that, since we're moving over to an experience point system, that dying costs you experience points. In order to make it fair, and make suicide less desirable, I think you should lose more experience for dying to an NPC than you should for being killed by a player.
I think that for levels from 1 to 5, you shouldn't lose any experience at all. After that, you should lose increasingly larger amounts of experience, as you should be dying less often (theorestically). This makes having bounty on your head a little more critical.
I also think that when someone kills you, not only should they get some gold but they should be allowed to take one of your items, not a weapon or armor though. I think that when an NPC kills you, you should also lose gold and items as well, so that people stop committing suicide because it's better than normal death.
I'm also playing with the idea that being dead reduces your turn generation, but I haven't fully thought that idea yet. Anyone else have ideas about how death should work in NW2?
--Woof
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Dying
Sept 24, 2004 19:32:10 GMT -5
Post by Blade Master on Sept 24, 2004 19:32:10 GMT -5
Well I think when you die and your the highest level on NW2 then you should lose 1 level because their more experienced and should be able to make great progress and will be more of a challenge for the higher level people to keep up their high level.
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Dying
Sept 26, 2004 17:26:48 GMT -5
Post by Beagle on Sept 26, 2004 17:26:48 GMT -5
Maybe not a full level, but I agree with you that losing experience should become worse and worse as you get higher and higher in levels. As for the highest level in the game, there's a lot of thought going into what that means for gameplay, I'll start a new thread on it.
--Woof
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Dying
May 23, 2005 23:15:49 GMT -5
Post by xack on May 23, 2005 23:15:49 GMT -5
Umm, for the items, you should have a bank/storage area where those items are safe even if u , but the space would be limited. Did u know that u can commit suicide if ur using a multi account(by using items). That should be stopped. Bounties shouldnt go to the person on the same ip address, cause when u have a huge bounty, u can weaken urself and login to another account to kill urself. Maybe there should be stats (accuracy- for long range weapons, strength-for close range weapons, endurance- like defense, speed-evading percent of attack, skill point- effect of the skill, concentration- for like percentage of damage using weapons maybe instant kills, duel strength- dueling with or without weapons/armour) and there should be more items (sight scroll, sharpening tools, repair kit- for armour, poison dart, paralysis scroll, traps, invisibility scroll- like stealth scroll but completely invisible and cant attack) and ninja skills for everyone, ninja class should only be expertise not restricted to other ninjas
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Dying
Jun 22, 2005 21:56:04 GMT -5
Post by Beagle on Jun 22, 2005 21:56:04 GMT -5
xack's ideas are all pretty good. I agree with a lot of them. The suicide problem needs to be fixed, and the multi-account abuse is a big thing we're working. The awarding of bounty has undergone a serious redesign, so we're hoping it will help to reduce exploitation.
Here's an interesting idea I have:
What if every time you died, we kept track of who killed you. When you die, you lose some ranking points, but nothing too serious. If you get attacked by the same person over and over again, your rank will go down. BUT, you can bring it back up by matching him, kill for kill. If you get killed by the same person 5 times, you can earn back your reputation by killing your attacker 5 times.
Now, your attacker would not get the same benefit. If you are attacked, and then you retaliate, your opponent does not get the chance to retaliate, but he also won't lose as much reputation. I think, properly balanced, this system will garner lots of personal rivalries and competition. We could even extend it to the clan level. If you're killed by someone in a clan, then attacking anyone in that clan with equal of higher level of your attacker will bring back your reputation.
What do you think of this idea? Is it good? Will it make the game more fun? Will it make death interesting? Is it exploitable? Let me know.
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Dying
Jun 28, 2005 14:38:15 GMT -5
Post by b_zurc_ker on Jun 28, 2005 14:38:15 GMT -5
so if u match him kill for kill, and his like lvl 40 and ur lvl 5, ur reputation would really go down cause of the reason that its very difficult to retaliate against a way stronger person.
Exploitable?? yes i think it is. because if u just exchange kills with a multi, u'd match him kill for kill. Whichi would keep ur reputation.
Bringing down the ranking is a good idea. More ninja items is also a good idea. Since there is an Ice Scroll from Blue Ninja's, there should be other items. Poisons, Sights, Blaze.
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Dying
Jul 2, 2005 10:30:36 GMT -5
Post by Beagle on Jul 2, 2005 10:30:36 GMT -5
I think I can solve the issue with the multi-exploitation.
Don't think of this system as between 2 people only. Every person who kills you would lower your rank. I think it would be pretty difficult to retaliate equally against every player that attacks you ever.
But, if a few people are constantly attacking you, you can prevent them from driving your rank into the ground by fighting back.
With a multi, if you attack yourself, and die, it'll cost you. If you think that you'll be able to attack yourself and no one else will, well that's just silly. I do recognize that a multi would have a little bit of an advantage, but I don't think it would be incredibly significant given the fact that while they're trying to power-level themselves slowly, the players around them are attacking them as well.
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