BossWarHunter / andors-trail

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Experience penalty for death / difficulty option #130

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1.Getting killed

What is the expected output? What do you see instead?
Not lose as much experience as you do.

What version of the product are you using? On what operating system?

Please provide any additional information below.
The current experience point loss upon death is too high. Implement a graduated 
sysstm based on charachter level. It is very easy to die in this game, when a 
3rd level loses 150xp that is a mean hit to take. Need to soften that up a bit 
or include an option for the player to do so.

Original issue reported on code.google.com by psouth...@gmail.com on 14 Jan 2011 at 8:27

GoogleCodeExporter commented 8 years ago
Experience lost upon death is based on character level. You lose 30% experience.
You just need to heal more often until you get better stats.

Original comment by kims...@gmail.com on 14 Jan 2011 at 9:02

GoogleCodeExporter commented 8 years ago
I would suggest that a 30% penalty is too high of a starting point given the 
nature of your game. The random movement of creatures and the ease in which a 
character can find himself in a fight tends to support my opinion. Just some 
player advice. :)

Original comment by psouth...@gmail.com on 14 Jan 2011 at 9:50

GoogleCodeExporter commented 8 years ago
I'm with Kims on this one. Strategy is key. I went from beetles to ants to 
wasps until i had enough experience to go places. Levels 1-4 blow by pretty 
fast and then you're at a point where venturing out isn't a gamble. There's 
also 4 save slots, use them. Just some advanced player advice. :)

Original comment by Captain8...@gmail.com on 14 Jan 2011 at 9:58

GoogleCodeExporter commented 8 years ago
I would also say that the penalty for death is too high, when Im 10 xp away 
from leveling and I die it makes we want to just toss my phone.  

I would suggest maybe a static amount defined by level rather than a percentage.

Original comment by ds1904...@gmail.com on 18 Jan 2011 at 4:45

GoogleCodeExporter commented 8 years ago
I'm with Kims and Captain.
- if you are 10xp from next level, be more careful. E.g. kill three ants :)
- while you lose xp you don't lose wealth and it is a key aspect early on. Get 
wealthy at lower levels so that you will kick *ss later :)

Original comment by surrano on 18 Jan 2011 at 11:24

GoogleCodeExporter commented 8 years ago
it would be boring if u didnt have penalty u cant just get strong real quik or 
u pritty much raped the game i think we need difficulty i like the way u loose 
a lot of xp cause its more challenging i think .. wounce u lvl and the other 
creatures arnt as strong anymore u dont get as much xp as u would before. but 
same cash drops . 

Original comment by breid3...@hotmail.com on 19 Jan 2011 at 5:50

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
Maybe we will add a "difficulty" option to the game, that among other things 
could affect the amount of exp you lose when dying. Currently, you lose 30% of 
your current level exp when dying. This evens it out over levels, so the amount 
of exp lost is linear to your level exp, so you lose less exp when at low 
levels.

I want to encourage players to bring enough healing when entering difficult 
places. Dying should really hurt in my opinion, it should not be a feasible 
tactic to expect to die.

Additionally, use the monster difficulty indicator (on the monster info page) 
to determine the chance that you will be able to handle the monster. Engagig in 
combat with an "Impossible" monster is not recommended :)

Original comment by oskar.wi...@gmail.com on 29 Jan 2011 at 10:04

GoogleCodeExporter commented 8 years ago
<joke>Maybe just make a "GAME OVER" when the character dies. Afterwards they'd 
pretty appreciate just to have a 30% XP lost</joke> No, really, I died quite 
often, sometimes it hurt when being short to next level, but the game allows a 
pretty well risk management

Original comment by simon.ge...@gmail.com on 31 Jan 2011 at 5:47

GoogleCodeExporter commented 8 years ago

Original comment by oskar.wi...@gmail.com on 10 Feb 2011 at 8:01

GoogleCodeExporter commented 8 years ago
Marking this as target for next release, specifically the "difficulty option".

Original comment by oskar.wi...@gmail.com on 24 Feb 2011 at 10:08

GoogleCodeExporter commented 8 years ago

Original comment by sdeva...@gmail.com on 19 Apr 2011 at 8:36

GoogleCodeExporter commented 8 years ago
Save often :)

Original comment by medic....@gmail.com on 1 Jun 2011 at 5:38

GoogleCodeExporter commented 8 years ago
I totally disagree with the loss at 30%. its not balanced at all. Like the 
first guy said you can die a lot in this game and its ridiculous to find 
yourself going backwards.  I remember this happened to me early on and i hated 
it. I just reload now but when your trapped in a dungeon with no way out 
(almost every rpg has a warp item or spell) and realise the only way out is to 
die and lose all your progress while in said cave is too harsh. And if you die 
to stronger monsters the penalty should be less

By the way your monster difficulty tab needs fixing. If I fight 2 wolfs at full 
hp and both say "easy" I shouldn't be losing over half my hp or worse dying. On 
my game if I fight normal enemies ay full hp I usually scrape through or die. 
That should be very hard

Original comment by nezkeys1...@gmail.com on 4 Sep 2011 at 2:27

GoogleCodeExporter commented 8 years ago
I think removing this penalty would remove much from the game. You would not 
have any disadvantages from dying. Dying would be just a teleport-action.

IMO there should even be a gold penalty for dying.
In RL you have much more disadvantages from dying. ;-)

Original comment by SamuelPl...@gmail.com on 4 Sep 2011 at 1:30

GoogleCodeExporter commented 8 years ago
I just started playing this game. I have played many rpgs. I agree that the xp 
cost is too high for low lvls. I think the % of xp lost should be gradual to 
some maximum; a learning curve.

Original comment by is.pot...@gmail.com on 30 Apr 2013 at 9:56

GoogleCodeExporter commented 8 years ago
When will come the 0.7.0 update? I want new maps and the mysteries of Lodar's 
hideaway i want to find the heartstone and the secret of mine in City of Prim!

Original comment by ilje...@gmail.com on 12 Jul 2013 at 1:34