/death is cheesy
I'm glad for the change. Death should not be part of a strategy, nor should death be preferential to being healed properly.
Good-bye easy button, hello challenge.
/death is cheesy
I'm glad for the change. Death should not be part of a strategy, nor should death be preferential to being healed properly.
Good-bye easy button, hello challenge.
/death also allows for a bunch of cheesy exploits, if you really want to die just bring some monsters to you and let them kill you./death will still work as intended on people who are incapped so no one will get stuck underwater etc.
As for soloing, thaht is the challenge that you undertake when doing something without backup. I never /death in solo. If I get to a point where I would have to /death I recall out and either go again, or consider it a failed run, or I simply keeep moving till I die if I know I can get to a shrine, hopefully taking down a few more mobs with me
Fallen former minion of the Gelatinous Cube
Proud Member of Ascent
Arko Highstar
Arckos Highstar
Once again, Turbine does something incredibly boneheaded.
No, I'm not talking about the changes to /death. The actual change itself is six of one, half-dozen of the other. Some will like it, others won't. Who cares?
The boneheaded thing is displaying the total lack of priorities for this game. We still have an amazing number of bugs (SC anyone?), needed gameplay improvements (Can I PLEASE delete mail in bulk?), and missing features (Crafting? Housing? Guild Insignias on clothing?), and wholly inadequate content and this is what the Devs choose to focus on.
For a game that is on its downslope, that just went through a server merge, this seems to be among the very last things anyone should be focusing time and energy coding....
/gren
No offense but I have been playing since release and only had SC bug on me 2 or 3 times. I don't how people suffer from bugged runs over and over. This is more me just not seeing this so I can't relate much, just a couple copper, not challenging what everyone is claiming.
**Thelanis**The Infamous Flaming Vagabonds**
**Jameela*Ranger For Hire**Salvadorian*The Immortalized**
**Dronn*Beefy Sorcerer**Cambel*Raging Pally**Dimah*Evasive Wizard**
**Jumanah*TWF Ranger**Cruor* Wise Barbarian**Murjanah*Firey Bard**
Good point Gren, I think this change is pulling resources away that could be used to change how casting works. And as we all know...
Okay, here's the thing. When I solo, it is OFTEN that I'll get incapped at something like -8 hp. There will be a rez shrine in my view. But I've stabilized. So, without /death, I can't get to the rez shrine, and will have to release and come back, taking the xp hit for the death AND the re-entry penalty.
That's the only reason I ever /death when I am running solo, and I honestly don't see how doing so is an exploit, or why I should be penalized (as I will be under the new system) for having been foolhardy enough to have stabilized, or have decent damage reduction so that that hit doesn't kill me but merely incapacitates me.
The new system penalizes a soloer who is incapacitated MORE than it penalizes someone for outright dying. That doesn't seem right. It also means that if you are soloing, rez shrines are even less viable an option than they already are for soloers.
I don't mind things being structured around group play. I don't even mind eliminating /death for people who AREN'T incapped. I just don't see how /death when I am incapped so I can (if able) run to a rez shrine is an exploit that needs fixing.
I guess I'm just not uber enough to plan things so that when I am soloing, I either survive or outright die, rather than get incapped.
Dude relax, I just said that I hadn't experienced all the bugs that everyone says they encounter time after time. Hell I made a point to say 'no offense' and that 'This is more me just not seeing this so I can't relate much'.
No need to go all CAPITAL and bold italicon me. Certainly there are other things that need to be addressed. However, I doubt this was overly time consuming for them.
**Thelanis**The Infamous Flaming Vagabonds**
**Jameela*Ranger For Hire**Salvadorian*The Immortalized**
**Dronn*Beefy Sorcerer**Cambel*Raging Pally**Dimah*Evasive Wizard**
**Jumanah*TWF Ranger**Cruor* Wise Barbarian**Murjanah*Firey Bard**
Code:Sil - Human Paladin 14 Lava Divers Tad - Drow Wizard 14 Semolina - Elf Rog 13/Ftr 1 on Rava - Drow Sorceror 7 Riddikulus - Human Cleric 14 Khyber Clamor - Warforged Barb 7 Durum - Dwarf Ftr 10/Pal 3/Rng 1 Ridd - Dwarf Ftr 6/Rog 2/Pal 2
"Perhaps the end has not yet been written…”
The Hand of the Black Tower Officer
Najdorf, Assassin :: Keres, Vindicator :: Alekhine, Augur
"It's not 'Zerging.' It's an armed reconnaissance."
My best use of /death...
When we got the new level cap to 14 I was excited... I, like many of my fellow DDOers, went in search of a giant in need of killing in Threnal...
DING LEVEL 13...
Woot... that was hard... phew sure glad I got here...
I know I had earned the lvl, but still it was a little anti-climatic.
I decided to spend a while being lvl 13...enjoy my new level.
This was before I had an inkling of how LLLOOONNNGGGG it was going to be in between lvl caps.
Both my ranger and my cleric let every party we grouped with know. When we get to a shrine, your cleric or ranger is going to die about 10-15 times before their gods and hope to be raised by the orange shrine.
My thinking was I wanted to enjoy lvl 13 a while, and I didn't want to see the blue bar of the next lvl.
My guild thought I was crazy, my friends did as well, and pugs just stopped grouping with me.
All through Gianthold I would /death leaving my stone here and there.
Many a traveler tried to heal me in an effort to rid of whatever contagion had sent me to my death in gianthold camp.
It was the most fun thing I have ever embarked on as a private battle in Stormreach.
Both my girls are still 13... but, somewhere along the line someone just had to finish a quest before I was finished /deathing and so I am staring at the blue bar of "lvl me now"...
In fact "technically" both of them are capped. ROFL
See ya in Stormreach,
-R
I personally think it is ******** that /death can be a strategy to complete quests. Have I let others use it? Yes. Do I think it was the best solution? No.
This is probably a extremely simple change in the code of the game. So they haven't spent tons of resources on this when they could have done other things you might like.
If people quit complaining about everything. Maybe they would take more notice when there are complaints on important things.
But, if they are going to "fix" /death so that it releases me when incapped, it will REALLY make my gaming experience much less enjoyable.
So, to me, it IS an important thing.
If they make it so you can't /death while alive, meh, I don't particularly care one way or the other (although Restless Isles will be a real pain). But release on incapped would be very very sucky.
Code:Sil - Human Paladin 14 Lava Divers Tad - Drow Wizard 14 Semolina - Elf Rog 13/Ftr 1 on Rava - Drow Sorceror 7 Riddikulus - Human Cleric 14 Khyber Clamor - Warforged Barb 7 Durum - Dwarf Ftr 10/Pal 3/Rng 1 Ridd - Dwarf Ftr 6/Rog 2/Pal 2