All ideas are welcome twidget. I would not hope Soul Mother would go on vacation again.
Why not?
Death should always, *ALWAYS* carry risk. Always. If it carries no risk, it becomes a first person shooter with no pause button.Suspending the loss of soul rolls after a major release isn't a bad idea. Losing the threat of permanent death is.The last thread I lost, I lost out of stupidity. I bit off more than I could chew and paid for it. I won't be doing that again. The one I lost just prior was because I engaged in bad tactics. I learned a valuable lesson. If all I had lost was a few minutes play time, why wouldn't I want to run through The Deep just to see how far I could get?
The last thread I lost, I lost out of stupidity. I bit off more than I could chew and paid for it. I won't be doing that again. The one I lost just prior was because I engaged in bad tactics. I learned a valuable lesson.
to Jrizz: I will get to you later if needed, but Laldieen gives a good idea why. Further, isnt it the risk that makes every more interesting? The thing that an area is unknown and you as a player have to explore it? Does that not give you a thrill? How do you think I and others found out - how things work on east? Well SS by, lag, bugs, crash etc.; thats why we have some rules for that. I am just thankful for that we have this oppotunity. Imagine if that service was not here at all. Gotta got, work is calling
Those sound like legitimate deaths and loss of SS'. Try losing a SS due to lag, a bug, a crash, etc. It is a little harder to swallow and there is NO lesson learned by the charcter. They are OOC things that affect the character. The character lost a SS and he/she really does not know why.
What about excessive lag in general? Lag makes things more dangerous, I think we can all agree on this. When the server is generally laggy, going out and adventuring can be a truly perilous experience. If the lag is this bad, then the players are taking the welfare of their characters into their own hands. If the lag is that bad on a consistent basis, there's no recourse for losses due to lag. Now, if the lag is sudden and severe (and this is something in excess of what is experienced when another character logs on. I'm talking about major spikes or persistent lag that comes on suddenly and stays. The policy for such cases is already spelled out and I think fairly clear, yet nearly every request for a Soul Strand return that has claimed lag has failed to be accompanied by a timely request to reboot the server on the forums where we can track it. Also, in such cases, a GM does not need to directly witness the death but can be on the server and attest to the lag. Assuming all other criteria are met, this avenue gives a chance of reimbursement.
Well, I can honestly say that would there be somekinda payment for a the new Layonara, and there would be permdeaths involded, then I would not play it.
I dont enjoy loosing characters I have spent a long time working on. The penalty for acting stupid and reckelss could be solved in so many other ways than actually removing your character to play with. And if I payed for a product I would expect to have fun, and not worry about me loosing somethnig Ive played.
For me, I would. It would encourage tactics and intelligent gameplay, rather than the zerg rush found in so many of todays games. "Look boys! An ancient Red Dragon! Bind here so you can loot your corpse and get back in to the fray!" *blinks* Now, I have done **exactly** that. I played EQ. We would bind outside the encounter area, go in and I would nuke until I drew agro. Being a mana-burner, it wasn't long. I'd loot a few things off my corpse, move away, and start chain casting. Was it fun? Surely was. Some of my best times were the naked corpse run. Would I have done that if I had known I was risking something I had worked two years to build? Would I have risked my 255 Baking, mastery of every language, the people that sent me /tells when Lald the Bald logged in? Not a chance. I would have studied the monster, learned it's weakness. Crafted a battle plan that didn't include the phrase "NUKERS....NOW!"
Steep xp loss per death brings the same kind of penalty.
In closing, I'm curious how many of you would, if we turned off Soul Mother checks for a short time (if warranted), also support turning off all loot, gold and XP for kills during that same time.
17) We are going to be working on the Soul Strand system to allow for a re-attaching of cut Strands through some method. We have it designed already but need to get some time to work on the system. However, permanent death when all Strands have been cut will remain in place. This is another one of those systems that will take some time to get implemented and it is not a priority during the transition.
Actually, that encourages grinding to replace what you lost. Every death in EQ cost about 10% of your experience to level. Get a cleric with a click-stick, you brought it down to 4%, which is still a nasty hit at endgame levels.