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Originally Posted by LikeWow! Beta 3 is to begin before the end of the month, or Brad will explain why.
Say we're crawling through a dungeon; trash at top, nasty shit below. In EQ the death penalty is mostly linear. You always lose a static amount of exp, have to recover your corpse, but you go through more effort to CR the deeper you are. With VG’s new system, the penalty jumps from cash/recoverable exp loss at shallow levels, to a fully fledged corpse run to the bottom of the dungeon with no chance of recovering exp. From the looks of it, risk increases at a faster rate than in a crawl in EQ. |
probably the death penalty change from area to area, not between parts of an area
example - 2 dungeons made for lv40 to 55. the avarage mobs are the same difficoulty
dungeon 1 gives less exp, worse loot, but has a minor death penalty.
dungeon 2 gives more exp, better loot, but has more painfull death penalty
*IF* used wisely it's an interesting feature
another example:
you can make an high level dungeon with a normal exp, normal penalty and average loots
or you can make another dungeon with "ultra assraping mobs" with godly loot, crap exp, but with a minor death penalty because you WILL die a lot in this dungeon
so, on other side, you have a much easier dungeon with normal rewards, but you suffer a penalty if you are stupid enought to die
on the other side, you have an ultra elite dungeon you can attempt with your best buddies. you know you will die a lot (and you will not gain expe) but you are willing to try because you know there is almost no death penalty and loot rewards are great, if you are strong enought
you just need to be a bit creative (more than me i hope

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