Just anything, really.
And to others, FYI: I haven't deleted Ithirina and I intend to come back IF the death penalty gets changed. But only if. For now, I'm playing on other servers.
Just anything, really.
And to others, FYI: I haven't deleted Ithirina and I intend to come back IF the death penalty gets changed. But only if. For now, I'm playing on other servers.
"Is it 'fun' to lose your progress in a Dark Souls game? No, but that game is popular because it offers a sense of achievement, it isn't afraid to be challenging. I'm really just parroting myself now, but I stand by my previous points. If there's no penalty for losing, then all challenge is meaningless." - but on the other hand, Dark Souls lets you get back on your feat relatively quickly and - more imporatantly - doesn't take what it has already given. I can guarantee that it'd not have as big a fanbase it has now if it forced to basically play all over again after a boss had killed you. I feel that what makes people angry is not the punishment itself, but the way the server is constructed, which basically makes returning to former power a boring, overtly long grind.
There should be consequensces, with that I agree. I believe everyone agrees. But not constructed like that.
In my opinion, the most INFURIATING thing about the whole system is the duration it takes to get back. It can take weeks or - in more extreme cases - months to get back where the character had been before the death. It's off puting. Once I was exploring a cave system and due to three wyverns spawning, my char died. Another case: the damned scorpion at the end of the DM event. I lost well over 10k exp and these two deaths set me back to 8th lvl. Sure, I could grind that back (and with luck, not die in the process), but the question is: what then? The matter is: a split of a second can waste weeks of gathering exp. It took the scorpion one round to send Ithirina to the fugue. And here's the question: why should a 10th lvl char even participate in DM quests, why should a 10th lvl char explore the world, make notes etc. if all of that can waste weeks of the player's IRL time?
I don't want death to have no consequences RP or mechanics-wise. One of the reasons Cormyr and the Dalelands didn't win me over was its absolutely no punishments for death. You woke up with I think 100exp less on your char sheet and that's it. So what CatD represents is another extreme of the spectrum. A good death system should stay away from extremes and it should be well balanced. There SHOULD be consequences for dying, but not that severe.
Ultimately, I think what truly puts people off is what the system implies. Dying on this server means that weeks of your progress are as good as gone. It's far too severe to be enjoyable. I know the premise of the server; death has to have consequences and that's something I agree with. BUT NOT THAT SEVERE. I don't want such a period of time gone due to something which may not even be my fault (for expample, I once died due to a lag on another char)
My solutions? If the system is to stay, at the very least double or even triple XP rewards for quests, don't get of exp for mobs completely or do something which accelerates getting back. Or another proposition: if someone does a quest for the first time, give them more XP for that (maybe 1k, maybe 1.5k and each and every time they do it again - it gets back to normal). It'd greatly incentivise players not to grind the same quest over and over again, but to explore.
Ultimately, players want to immerse themselves, to simply relax a bit with other players or just to have some fun. A guillotine hanging above anyone who dares to leave the Faceless is not fun.