The chance for permanent damage to be inflicted on unbound items when repaired has been halved.
You take much more damage every time you die on every equipped item, no saves, no reductions because of damage reducing enhancments because toy are dead.
Even with that quote above non bound equipment takes much more permant damage more quickly when you die and you die more easily in a fight after the first death. When your bound equipment falls off because it is broken, like the dragon armor what do you wear then or do you recall and do another quest?
The quote above is because the DEVS know how much permant damage is going to happen and they halved it and it still is much more that folks are used to on the production servers.
Less chance of permanent damager per repair, but many many many many more repairs.
Remember, each death is 14 items needing repair so 14 chances for permanent damage. Even if that chance is lower than before, you are risking it more often.
I rarely have more than 3 items needing repair after a tough mission in the current system.
Also, after multiple deaths on Risia, I had 6 of the 14 items take permanent damage (and not just 1 tick either, it was 5 or 6 ticks).
I've died maybe 50 times. Perm damage is likely, but I can attest that it is not a given.
(I'd love to see some feedback from someone who has enough favor on a Risia character for the desert repair shop.)
Hey, be nice to Prinstoni. He's just one of those addicts who has over-committed & played the life out of this game - all those capped characters are over 1750 favor!Originally Posted by ron
![]()
<|| “Lasciate ogni speranza, voi ch’entrate.” ||>
AEsahaettr | AlfredSartan | Botharel | PeterMurphy | Weesham etc.
Depends on the DM.
In DND you do get permanent item damage. Its called your body, by the way that you lose a level and up to 2 points constitution. But Darnit you still got that +3 mace right?
Besides if I was a dm, and I am, I would assume that your robe or weapon, or armor took damage if you died. There would be no other way to explain it away.
Also in DND vorpals didn't flow like water and paralyzers were not in every chest. You were lucky to get a +3 wep by the time your were 10, and things like elemental damage weapons were so hard to find that aquiring them would be an entire campaign on its own.
There is a problem with that argument though. PSSSSt. This is not DND. this is DDO. And DDO had a problem. Continue with the mechanic they had and continue to lose new players or implement something new that would attract new players.
I know people will leave over the new system. So be it, bye and good luck finding a different system because most MMO's use the system we are getting.
We may lose a few but we will gain many more.
I seeeeee about 4 people who have said they will leave.
No problem I just referred 6 of my friends who did not upgrade to a full sub because of the xp mechanic so they will be taking your seats. Thanks for playing.
Who's the more foolish, the fool or the one who sends it a res.
Unrestricted free agent
Khyber
Characters - Terrah, Elayne, Shiado, Ranok, Rattchet
[Founder/Leader of the Bloodlords of Argonnesen]
[Davey•Khealer•Acapella•Parlospi•Godith•Gearey Gygax]
That % seems less than what I got but still not quite the 50% reduction we had been told to expect. Even in your testing, it basically means on almost every run you can expect to see perm damage with the general repairs and every other run on expert repair.
I trust that none of the items you tested with were bound? (since obviously that would decrease the % of items taking perm damage)
I'm still hoping either we have either been unlucky or the foruma isn't working as intended and needs a little tweak.
All in all I think this idea is bad, it's going to start forcing people to rely on guild members rather then pugs, I know I won't be joining pugs when I test the new stuff when it goes live, SOOO since we merged servers to increase PuGs and LFMs this idea is going to reduce those single handedly. I will not EVER EVER EVER play my cleric in a non guild party because I don't wanna hear people whine that they died. Sometimes an idea is good on paper but horrible in actualitly and application, I think this is one of those time. Great idea and has some merit but the negitives are too much for people to take in stride, what's the point of attracting new players when alot of us who've been here since beta will be leaving? I'm not try'n to be dramatic but this is going to be the breaking point added with all the resent downtimes, all of my other friends play WoW but I play this. Least for a little longer...
Any way to limit the item damage when the quest is giving you a first time completion bonus?
I just don't see this being good at all for encouraging people to enjoy new raids and new content. It is probably fine for old stuff, but I imagine most people are going to want to wait until a safe method of beating the quest/raid is available, rather than figure it out themselves and risk needless damage. It usually takes many deaths to figure raids out. The proposed system penalizes the fronteir players, the ones who work their butts off to figure out a raid, more than anything. There's already a problem with getting players to test out things themselves before a guide is available. This will just make it worse.
Last edited by Vhlad/Sair; 12-17-2007 at 04:21 PM.
Thelanis - Former VIP for ~4 years. Not currently playing.
Former officer of Indago, server-wide 2nd place: Titan, Queen, Reaver, & Abbot
==GREAT MEMORIES========= :: PESTILENCE :: =========GREAT COMMUNITY==
Vhlad / Vhladx / Vhladxx / Vhladxxx / Vhladxxxx / Vhladxxxxx / Vhlade / Vhlader / Vhlada
Well, we're crystal clear that you think it's a good thing.
I'm not planning on leaving this game, even if the proposed system goes in as is, which I pray it does not.
COH/COV, to my understanding has an XP penalty mechanic and still is a popular game.
At any rate, I'm not necessarily trying to argue for keeping the XP loss system per se, if I was I wouldn't be proposing slightly modified ways of implementing this new death penalty system which involves the removal of XP loss, would I?
I'm just saying I don't understand how it is that terrible of a thing for new players. Okay fine, it was, so come up with a system that reduces or removes that penalty (and be upfront with the new players about that) for a set period of time. I really don't see how it's such a terrible thing for veteran players. Okay, fine, it is. Why not cap how much XP can be lost instead of being able to accrue ever increasing amounts of debt?
There are other ways to solve the problem aside from targetting gear with a 10% penalty everytime you die.
Sarlona
Nice made up numbers there...
But on your point, if I leave it won't be for another MMO. I've never made it past trial membership on any MMO besides this one. It had something unique I liked, if I leave its to go back to stand alone games. Heck, I can buy a new game a month and never get bored instead of spending $15/month here so there are alternatives even if you don't see them.
And even more importantly... even if everyone were to agree that the old xp mechanic was a problem for new players, there are plenty of ways to fix it besides this overly punative one. Waiving XP debt at low levels, or just removing it entirely, solves the problem. The debuff then becomes the penalty for dying.
The locus of my identity is totally exterior to me.
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." - Satoru Iwata
I woudl say that the 10% on first death is as good as gone from the next revision based on eladrin's comments, now itsjust a matter of whether it is gone altogether(my preference #1), whether it scales like I suggested(preference #2), or just drops to a lower number(meh!)
Fallen former minion of the Gelatinous Cube
Proud Member of Ascent
Arko Highstar
Arckos Highstar
Ah, thanks for elaborating Arko and Baron.
Man, that really bites. That makes the death penalty much harsher and much more annoying and off putting than XP debt ever thought about being.
Although, you don't have to die easier in the quest with the debuff, but I can see how getting raised in a quest and having to wait a minute to five minutes to get back into action is annoyingly painful. Raise dead and Resurrection should mitigate the length of time on the debuff since, with the removal of the XP debt system Resurrection no longer mitigates XP loss.
Sarlona