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Old 07-23-2006, 01:59 PM   #17 (permalink)
fucker
no funny comment sorry
 
Join Date: May 2003
Posts: 1,803
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Quote:
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 )

Last edited by fucker; 07-23-2006 at 02:04 PM..
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