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PlushkaTue 12-Dec-06 07:54 AM
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#15528, "Since when does drowning = same loss of exp as monster death?"
Edited on Tue 12-Dec-06 08:07 AM

  

          

Well damn Went afk for 30 seconds or so and my seaweed wore off while I was healing under the water (Invokers SLOW ass healing, a whole 20-30 per hour) and I drowned Yes it's my fault because I'm retarded but since when is that a mob death? I thought that was equal to a PK death and didn't cost you exp. I swear I'd so have deleted after the 4th or 5th loss of exp with this level if I didn't have the skills advanced as an Invoker

  

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Reply RE: Drowning:, Valguarnera, 12-Dec-06 09:54 AM, #1
     Reply Because exploring is so much fun now as it is., (NOT Pro), 13-Dec-06 03:40 PM, #2
          Reply Maybe dying could ADD experience!, Valguarnera, 13-Dec-06 04:15 PM, #3
          Reply RE: Maybe dying could ADD experience!, Azilaph, 13-Dec-06 05:09 PM, #4
               Reply People used it to lose wanted flags and avoid penalty, Tac, 13-Dec-06 05:17 PM, #5
               Reply Why?, Valguarnera, 13-Dec-06 05:36 PM, #6
               Reply I'll tell you why., Eskelian, 15-Dec-06 01:31 AM, #19
               Reply Another example: Deathtraps:, Valguarnera, 13-Dec-06 05:46 PM, #7
                    Reply RE: Another example: Deathtraps:, Valkenar, 13-Dec-06 06:39 PM, #8
                         Reply RE: Another example: Deathtraps:, Tac, 13-Dec-06 06:44 PM, #9
                              Reply Heh....I know a friend of mine tried....., Straklaw, 14-Dec-06 05:14 AM, #18
          Reply RE: Because exploring is so much fun now as it is., Daevryn, 13-Dec-06 06:49 PM, #10
               Reply Gill growth anybody?, (NOT Pro), 13-Dec-06 10:37 PM, #11
               Reply ..., Daevryn, 13-Dec-06 10:39 PM, #12
               Reply It's not about the gills man., (NOT Pro), 14-Dec-06 01:39 AM, #13
               Reply RE: Because exploring is so much fun now as it is., Plushka, 14-Dec-06 01:46 AM, #14
                    Reply RE: Because exploring is so much fun now as it is., Daevryn, 14-Dec-06 01:54 AM, #15
                         Reply Are you actually suggesting to someone to read a Pro po..., Elerosse, 14-Dec-06 02:15 AM, #16
                              Reply RE: Are you actually suggesting to someone to read a Pr..., Plushka, 14-Dec-06 04:53 AM, #17
                                   Reply RE: Are you actually suggesting to someone to read a Pr..., Elerosse, 15-Dec-06 01:46 AM, #20

ValguarneraTue 12-Dec-06 09:54 AM
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#15529, "RE: Drowning:"
In response to Reply #0


          

The design is that if you die to an area, it's the same as dying to an NPC. Why would that be like dying to a PC?

There's exceptions that creep up from time to time, but they get quashed as we remember them and find time to root them out.

valguarnera@carrionfields.com

  

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Pro (inactive user)Wed 13-Dec-06 03:40 PM
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#15531, "Because exploring is so much fun now as it is."
In response to Reply #1


          

Well thought out and reasoned.
############################################################

I swear some of you Imms need to slap each other around or speak up with this sort of mind set comes up.

Valg says 'I'm going to implement something tedious.'

Assorted Imm's say, 'Brilliant Sir! Well done! Sterling idea!'

###############################################################

Now a Dispel will = MOB death, or a ranger losing his breath.



  

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ValguarneraWed 13-Dec-06 04:15 PM
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#15532, "Maybe dying could ADD experience!"
In response to Reply #2


          

By your definition, that would be the most "fun" option. Screw risk! Reward stupidity! Candy for everyone!

The policy whereby you lose experience if you die to an NPC or area long predates my involvement with CF. A system where you usually lose XP except to odd loopholes is just candy thrown to the people who know about the odd loopholes.

valguarnera@carrionfields.com

  

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AzilaphWed 13-Dec-06 05:09 PM
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#15533, "RE: Maybe dying could ADD experience!"
In response to Reply #3


          

So forgetting the general extremism, let me point out that a reasonable suggestion might be that such a death need not include an xp loss, and it still has the penalty of 1/3 con, as well as potential loss of equ.

Personally I've always thought that PvMob deaths should entail the xp loss, but general PvE deaths like drowning should not. With the loss of con and often loss of equ, I think there's enough of a risk.

  

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TacWed 13-Dec-06 05:17 PM
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#15535, "People used it to lose wanted flags and avoid penalty"
In response to Reply #4


          

Which is probably why it was "fixed".

  

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ValguarneraWed 13-Dec-06 05:36 PM
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#15536, "Why?"
In response to Reply #4


          

Personally I've always thought that PvMob deaths should entail the xp loss, but general PvE deaths like drowning should not.

PvMob is generally considered a subset of PvE. The fact that the penalties are lessened for deaths to other players is a concession that the other player can seek you out (the risk is imposed on you), whereas with deaths to mobs/areas, the risk is assumed by the player.

Also, in PvP, the risk of losing equipment is (intentionally) high. Dying to an area or mob shares the characteristic that you have a very good chance of being the first person (or at least, first person other than groupmates, if any) back to the corpse.

valguarnera@carrionfields.com

  

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EskelianFri 15-Dec-06 01:31 AM
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#15628, "I'll tell you why."
In response to Reply #6


          

People are going to miss being able to exploit this to get out of XP loss while being WANTED.

Heh. Personally, I knew eventually this'd get fixed. I'm surprised it took this long.

  

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ValguarneraWed 13-Dec-06 05:46 PM
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#15537, "Another example: Deathtraps:"
In response to Reply #4


          

I'm not usually fond of these (*), but they make the link between mobs and areas a little better.

Let's say I decide walking into a room should result in Certain Death. That's a passive danger-- you have to go in, and it's my job as the area author to give you a chance to notice that going in isn't a good idea. The skill test is an exploration one-- either you notice the warnings or you don't.

Now, that deathtrap can be implemented one of two ways. I can either stick a giant-ass Certain Death NPC with a 10,000 damroll in the room, or I can just have the environment schwackTM (**) you for a 10,000 critical-hit damage on entry. From the player's standpoint, these generally look pretty identical (barring those few times when you parry the big-ass NPC)-- the word "UNSPEAKABLE" appears and you're at your pit, minus some experience.

Why should one inflict XP loss and not the other?

valguarnera@carrionfields.com

(*): Exceptions for puzzle-type scenarios, as evidenced by the one deathtrap I'm responsible for designing. I'm much less fond of "You didn't read the exit desc before moving! Schwack!"

(**): A registered trademark of Kastellyn. All rights reserved.

  

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ValkenarWed 13-Dec-06 06:39 PM
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#15540, "RE: Another example: Deathtraps:"
In response to Reply #7


          

>either stick a giant-ass Certain Death NPC with a 10,000
>damroll in the room

Speaking of this, I've always fantasized about getting a huge group together and running off to defeat Certain Death. Is this even conceivable? If there's 3 each of healers, bards, invokers, tansmuters and barriered armadillos, would that group stand a chance?

  

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TacWed 13-Dec-06 06:44 PM
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#15541, "RE: Another example: Deathtraps:"
In response to Reply #8


          

Pretty sure the critical hit part means that it ignores dam redux, so those won't help you. Dodge is your friend, so mongoose/lemur + non fighting healer (these probably hit everyone too)? Of course if one hit kills you're still pretty well screwed, so maybe a bard for distort... I guessing that the RNG would hose you eventually especially since it's only psuedo random.

  

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StraklawThu 14-Dec-06 05:14 AM
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#15573, "Heh....I know a friend of mine tried....."
In response to Reply #9


          

Not on certain death, but one of the giant-ass mobs in the crystal island he was managing to super-parry...died probably a dozen times, but was slowly working it down. Imm finally stepped in and said to stop it, as the mob's not DESIGNED to be killed

  

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DaevrynWed 13-Dec-06 06:49 PM
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#15542, "RE: Because exploring is so much fun now as it is."
In response to Reply #2


          

Fixing an obvious bug like that would go on the list of things I personally wouldn't even consult anyone before doing, actually.

Out of curiousity, have you tried dispelling seaweed?

  

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Pro (inactive user)Wed 13-Dec-06 10:36 PM
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#15551, "Gill growth anybody?"
In response to Reply #10
Edited on Wed 13-Dec-06 10:37 PM

          

You guys just keep on trucking.

As more and more people see wasted effort. You'll get it.

Nepenthe says, 'Where did everybody go?'

P.S. Does suffocating now cause this? In other words if you are gil growthed above ground and should die?

  

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DaevrynWed 13-Dec-06 10:39 PM
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#15552, "..."
In response to Reply #11


          

When you understand how gill growth works, we can have this conversation again.

Except, we won't need to, because you'll understand how gill growth works.

Please don't run your mouth off about things you don't understand.

  

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Pro (inactive user)Thu 14-Dec-06 01:39 AM
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#15563, "It's not about the gills man."
In response to Reply #11


          

It's about: "Hey, this ain't broke! Let's fix it!"

If I were to think this was for anything of substance, I would think it's because of one of the ways people got rid WANTED flags.

  

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PlushkaThu 14-Dec-06 01:46 AM
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#15564, "RE: Because exploring is so much fun now as it is."
In response to Reply #10


  

          

>Out of curiousity, have you tried dispelling seaweed?


Don't think you can dispel seaweed, it's a physical effect isn't it? And I just logged on trying to dispel the item thinking "well that doesn't work" before I realized you meant USED seaweed

  

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DaevrynThu 14-Dec-06 01:54 AM
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#15567, "RE: Because exploring is so much fun now as it is."
In response to Reply #14


          

>Don't think you can dispel seaweed, it's a physical effect
>isn't it?

Correct! That's sort of the point. (Read the grandparent Pro post again if you're lost.)

  

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ElerosseThu 14-Dec-06 02:15 AM
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#15568, "Are you actually suggesting to someone to read a Pro po..."
In response to Reply #15


          

That does sound like a good idea to clear up confusion on anything.

  

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PlushkaThu 14-Dec-06 04:53 AM
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#15572, "RE: Are you actually suggesting to someone to read a Pr..."
In response to Reply #16


  

          

ummm the hell is the pro post? :p

  

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ElerosseFri 15-Dec-06 01:46 AM
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#15629, "RE: Are you actually suggesting to someone to read a Pr..."
In response to Reply #17


          

A "Pro" post in this context is a post authored by Pro, the post referred to by Daevryn is the #2 post in this thread. Hope that clears that up

  

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