Alright, along with a bunch of small bugfixes, we'll be rolling out our new death system that was talked about in many other threads.
How does it work?
Players will no longer lose experience points on death. They will instead lose Vitality.
Players will have visible from Player Info menu option their vitality. Vitality is a new attribute each character will have. It will be from range 0 to 100. If vitality ever reaches 0, you cannot respawn or be resurrected.
How do you reach 0?
Once a player reaches level 5, every death a player suffers from creatures takes 30 vitality and throws them in the Death Area leaving a corpse. If a player dies from another player of equal or lower level, they lose 30 vitality as well, if the player is 1 level higher, they lose 20, 2 levels 10, 3 levels or more, 0 vitality. Players cannot grief kill lower level players in this manner.
How do you regain vitality?
Every five minutes a player is in game (Not AFK and Not in Death Area), whether in combat or otherwise, they will regain 1 vitality point. So Essentially, 1 death is like two and a half hours of time to regain online. This number is subject to change based on how the system flows.
Also, if you are resurrected from death, you regain vitality.
30 - Resurrection Spell
20 - Raise Dead Spell
10 - Temple Resurrection
Negatives of Low Vitality
You might think to yourself "So as long as I have 31 vitality, life is great!". However, as you lose vitality you will notice you will become more susceptible to harm. Some might find they are taking twice the damage from attacks as they near 0 with much lower saving throws!
This is to encourage players to keep their vitality high. The system will explain to you your levels and feeling of your character.
What about my Signus?
As it was intended to be, Signuses are now get out of 0 free cards. If you manage to reach 0 vitality you can speak to the reaper and he will refund you 50 vitality on the spot, taking your signus.
What about respawning?
This is the major benefit of the system as well. Players are free to respawn after 5 minutes from death no matter what! This means people no longer have to sit online awaiting someone to find their bodies or DM to have mercy. However, you will not gain the refund you may have from other means of resurrection.
That seems harsh!
A lot of people hear the word "PERM" and freak out, so let me be the first to tell you we've tried this on another server with only a handful of people actually suffering death from it, and that was people lemming themselves into DM plots and similar, suffering multiple deaths in less than 30 minutes.
What about griefers?
As you can see, the person attacking you can't severely outlevel you to make an impact, but if we find people are continuously killing someone against server rules of PVP death, then we will handle them. However, what goes around comes around, and this Karma tends to be why PVP actually becomes less of an issue in this system. For everyone YOU kill, they might have friends who can come back and take you out.
How do we treat this IC?
Vitality is considered a weakness in your soul, which makes your body feel "Weary". So IC'ly players may RP this if they decide to.
Conclusion
As the system is active, we will be monitoring it's effect and changing/tweaking or integrating it into more of the server. Everything about this system is subject to change.
The point of the system is to give an actual death more meaning without making it actually kill someone until they don't take it seriously. Someone who RPs out their near-brushes with death already probably won't feel a thing from this system, and may actually find their lives easier since they no longer suffer experience losses and such.
Please don't fill this thread with hate and loathing until you try the system.
How does it work?
Players will no longer lose experience points on death. They will instead lose Vitality.
Players will have visible from Player Info menu option their vitality. Vitality is a new attribute each character will have. It will be from range 0 to 100. If vitality ever reaches 0, you cannot respawn or be resurrected.
How do you reach 0?
Once a player reaches level 5, every death a player suffers from creatures takes 30 vitality and throws them in the Death Area leaving a corpse. If a player dies from another player of equal or lower level, they lose 30 vitality as well, if the player is 1 level higher, they lose 20, 2 levels 10, 3 levels or more, 0 vitality. Players cannot grief kill lower level players in this manner.
How do you regain vitality?
Every five minutes a player is in game (Not AFK and Not in Death Area), whether in combat or otherwise, they will regain 1 vitality point. So Essentially, 1 death is like two and a half hours of time to regain online. This number is subject to change based on how the system flows.
Also, if you are resurrected from death, you regain vitality.
30 - Resurrection Spell
20 - Raise Dead Spell
10 - Temple Resurrection
Negatives of Low Vitality
You might think to yourself "So as long as I have 31 vitality, life is great!". However, as you lose vitality you will notice you will become more susceptible to harm. Some might find they are taking twice the damage from attacks as they near 0 with much lower saving throws!
This is to encourage players to keep their vitality high. The system will explain to you your levels and feeling of your character.
What about my Signus?
As it was intended to be, Signuses are now get out of 0 free cards. If you manage to reach 0 vitality you can speak to the reaper and he will refund you 50 vitality on the spot, taking your signus.
What about respawning?
This is the major benefit of the system as well. Players are free to respawn after 5 minutes from death no matter what! This means people no longer have to sit online awaiting someone to find their bodies or DM to have mercy. However, you will not gain the refund you may have from other means of resurrection.
That seems harsh!
A lot of people hear the word "PERM" and freak out, so let me be the first to tell you we've tried this on another server with only a handful of people actually suffering death from it, and that was people lemming themselves into DM plots and similar, suffering multiple deaths in less than 30 minutes.
What about griefers?
As you can see, the person attacking you can't severely outlevel you to make an impact, but if we find people are continuously killing someone against server rules of PVP death, then we will handle them. However, what goes around comes around, and this Karma tends to be why PVP actually becomes less of an issue in this system. For everyone YOU kill, they might have friends who can come back and take you out.
How do we treat this IC?
Vitality is considered a weakness in your soul, which makes your body feel "Weary". So IC'ly players may RP this if they decide to.
Conclusion
As the system is active, we will be monitoring it's effect and changing/tweaking or integrating it into more of the server. Everything about this system is subject to change.
The point of the system is to give an actual death more meaning without making it actually kill someone until they don't take it seriously. Someone who RPs out their near-brushes with death already probably won't feel a thing from this system, and may actually find their lives easier since they no longer suffer experience losses and such.
Please don't fill this thread with hate and loathing until you try the system.






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