Returning Home
Posted: Tue Sep 13, 2011 2:51 pm
I propose the idea of paying to get back home.
I have read several topics regarding the frustration of a weak player making it into an area where Andor gets stuck.
This used to not be an issue since when you died you always went home. Many players requested for and received the "return to the place you last rested" death option.
I don't think that a free ride home should be available for the adventurous weaklings who venture up the mountain and cannot make it down however, there should be an option to allow them to respawn at home.
The first option I propose is that when you rest at a location, you are presented with the option:
If you respawn, where would you like to arrive?
1. Here (wherever it is that you are resting)
2. Back home
[You choose one]
You are now rested, should a problem arise you will respawn....
When choosing this, you will pay in the form of experience points. So say you make it up the mountain, find a place to rest, choose the resting place and then cannot move on, you can rest choosing to go home the next time.
[I do think that if you choose to go home, the xp penalty should include dropping a level.]
Another option is that when you die, you are presented with an option:
You have fallen into a comma from war and find yourself trapped between the spirit world and the physical world. A voice is calling you back to the physical world. Do you want to.....
1. Return to your last resting place? (at the cost of 1/3 current level xp)
2. Return home? (at the cost of....something painful.....)
The "something painful" could be the loss of all or a large portion of money, the loss of a level (including a skill point), or equipment.
Obviously this is not beneficial for a stronger player, so as a supplement I also suggest adding an on/off switch in the preference menu for this feature. Maybe call it the "Respawn Option". This would either turn on the screen so that when you die you have a choice or it will turn off the screen so that you go to your last resting place.
Now I am open for question. What do you think? What don't you understand that I might be able to explain better? Should I just give up now since this is dumb?
Another alternative to this is to place experience barriers. This would be similar to quests barriers. Just like you cannot enter the thieve's guild until you get permission, you can set up a barrier to not pass certain points until you reach a certain experience level. I would set up these barriers at the same points that were used in map updates. A general forum census and testing could help us determine how far you can go with each level. I personally would set it up so that the maps open up when you are a level or two below the minimum "prime" level. This way even though you can go there, you might not just because you will die faster than you want to.
.....any thoughts?.....
P.S. Sorry for the long post. It only takes about 30 seconds to explain this but like 10 pages to type it out.
I have read several topics regarding the frustration of a weak player making it into an area where Andor gets stuck.
This used to not be an issue since when you died you always went home. Many players requested for and received the "return to the place you last rested" death option.
I don't think that a free ride home should be available for the adventurous weaklings who venture up the mountain and cannot make it down however, there should be an option to allow them to respawn at home.
The first option I propose is that when you rest at a location, you are presented with the option:
If you respawn, where would you like to arrive?
1. Here (wherever it is that you are resting)
2. Back home
[You choose one]
You are now rested, should a problem arise you will respawn....
When choosing this, you will pay in the form of experience points. So say you make it up the mountain, find a place to rest, choose the resting place and then cannot move on, you can rest choosing to go home the next time.
[I do think that if you choose to go home, the xp penalty should include dropping a level.]
Another option is that when you die, you are presented with an option:
You have fallen into a comma from war and find yourself trapped between the spirit world and the physical world. A voice is calling you back to the physical world. Do you want to.....
1. Return to your last resting place? (at the cost of 1/3 current level xp)
2. Return home? (at the cost of....something painful.....)
The "something painful" could be the loss of all or a large portion of money, the loss of a level (including a skill point), or equipment.
Obviously this is not beneficial for a stronger player, so as a supplement I also suggest adding an on/off switch in the preference menu for this feature. Maybe call it the "Respawn Option". This would either turn on the screen so that when you die you have a choice or it will turn off the screen so that you go to your last resting place.
Now I am open for question. What do you think? What don't you understand that I might be able to explain better? Should I just give up now since this is dumb?
Another alternative to this is to place experience barriers. This would be similar to quests barriers. Just like you cannot enter the thieve's guild until you get permission, you can set up a barrier to not pass certain points until you reach a certain experience level. I would set up these barriers at the same points that were used in map updates. A general forum census and testing could help us determine how far you can go with each level. I personally would set it up so that the maps open up when you are a level or two below the minimum "prime" level. This way even though you can go there, you might not just because you will die faster than you want to.
.....any thoughts?.....
P.S. Sorry for the long post. It only takes about 30 seconds to explain this but like 10 pages to type it out.
