Author Topic: Cost of Death  (Read 6040 times)

Offline Jarod "Brickwit" McBrickerton

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Re: Cost of Death
« Reply #60 on: November 08, 2013, 04:28:29 am »

Do you know of any online game that isn't this way? You make it sound like AWS is the only game that does this.

LOL, you post wrong information in your post #November 06, 2013, 09:10:28 AM, "In AWS you revive as a bot and if you have a clone available you immediately have everything back, without even losing any skill, loot, or AWD".
just say u, that is wrong... If u dying in hunting action, u lose something (see above) except clone. And hunter gamer, can't get PN or mPN in hunting action.. so loot. That mean he can't get clone (extra life) for free.   
I try to clear yo,u that the life counter such "cloning feature" is worst idea, so worst marketing idea.

Sorry, but what you posted is wrong. What I said is you don't directly lose anything when you die except for a clone, though I forgot to add that you have to have your DNA registered at the revive first, which is free. In fact, even if you have 0 clones available, you still don't lose anything, it just goes into storage instead and you can pick it up later. You say that you lose time and have to get back to the mob, which may have healed some, but that has nothing to do with what I said.

You're right that you can't get PNs or mPNs from hunting, but you can trade other players for the loot that you do get. Or you can sell it and buy the notes you need. Neither costs you anything except for the AWD needed to kill the mob, which is what you were doing anyway - hunting. Do you think you shouldn't have to work at all to keep hunting? Even before the clone system you still had to revive, heal up, and go find the mob that killed you. The only difference now (IF you already registered your DNA) is that you use up a clone to get right back to hunting... and clones are very cheap.



Hunter may die 10-20 times and more per hour. Would he pay for continue playing, if additional life have such price?

Okay, let's look at the costs. I don't know the current cost of a PN for sure, but say it's around 3 AWD.
If you exchange your PN at a Market terminal (the worst exchange possible) you get 70 mPNs.
If you run out of clones near Saransk West (the most expensive town to buy clones from the NPC) you pay 20 mPNs (as of the last time I checked, which was a while ago) for each clone.
So for 3 AWD you get 3 clones, with 10 mPN left over. On the other hand, if you trade your PNs for the most mPNs an NPC will give and buy clones at the cheapest NPC rate your 3 AWD will give you 10 clones (again, as of the last trade rates I recorded a while back).

Using the Ammo P crafting calculator PDF on the AfterWiki's Ammo_P page, you can see that 3 AWD gets you 18,000 rounds of ammo if you already have the refined resources, and is the same for any type of ammo. If you have to buy the ammo from a crafter or buy and refine the resources, you won't even get 18,000 rounds.

18,000 rounds is less than two full reloads. On low-end guns it will last a lot of shots (9,000 on a Sieger, but only 4,500 on a Warrior), but doesn't last very long on a medium gun (3,000 on an F450, but only 2,000 on an F570) and runs out quick on the high-end guns (1,000 on an Mi-12, 900 on the ZB-8, and only 692 on the ZB-11). The Sieger's reload is 1.75s, so it takes 262.5 minutes (9,000 x 1.75 / 60) of continuous shooting to use it all up, but the Warrior only takes 138.75 minutes (4,500 x 1.85 / 60). The F450 takes 75 minutes (3,000 x 1.5 / 60), the F570 takes 50 minutes (2,000 x 1.5 / 60), the Mi-12 takes 26.67 minutes (1,000 x 1.6 / 60), the ZB-8 takes 18.75 minutes (900 x 1.25 / 60), and the ZB-11 takes just 15 minutes (692 x 1.3 / 60).

The big picture? The higher you get, the faster you kill mobs, but the faster you run through ammo too. Yes, a newcomer/new Citizen will be able to stretch 3 AWD of ammo for a long time, but because (s)he has low avoidances will be killed more often. But new players start off with 100 free clones for doing nothing but starting to play. If they take the time to bother the other revive towns they'll get another 50 free clones per town for a total of 350 (50 x 5 + 100, assuming all five revive towns give 50 clones). A reckless player can burn through 350 clones pretty quickly, and a lot faster through 100, but no matter how fast they use them up they do it for no cost. It's only after the free ones are gone that you have to start buying them, and in that time a lot of skills can be gained and bought to make it harder to die. After all, nobody like dying and having to run back to the mob spawn!

I've been playing AWS since the first test version and I still have close to half of my original 100 free clones because I play carefully, just like any good hunter should. Yes, I already had a pretty good amount of skills across the board by that time, but you seem to feel that all hunters die "10-20 times and more per hour," which I consider reckless.
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Offline Vlad "Aquilla" NightStalker

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Re: Cost of Death
« Reply #61 on: November 11, 2013, 03:47:58 am »

Do you know of any online game that isn't this way? You make it sound like AWS is the only game that does this.

LOL, you post wrong information in your post #November 06, 2013, 09:10:28 AM, "In AWS you revive as a bot and if you have a clone available you immediately have everything back, without even losing any skill, loot, or AWD".
just say u, that is wrong... If u dying in hunting action, u lose something (see above) except clone. And hunter gamer, can't get PN or mPN in hunting action.. so loot. That mean he can't get clone (extra life) for free.   
I try to clear yo,u that the life counter such "cloning feature" is worst idea, so worst marketing idea.

Sorry, but what you posted is wrong. What I said is you don't directly lose anything when you die except for a clone, though I forgot to add that you have to have your DNA registered at the revive first, which is free. In fact, even if you have 0 clones available, you still don't lose anything, it just goes into storage instead and you can pick it up later. You say that you lose time and have to get back to the mob, which may have healed some, but that has nothing to do with what I said.

You're right that you can't get PNs or mPNs from hunting, but you can trade other players for the loot that you do get. Or you can sell it and buy the notes you need. Neither costs you anything except for the AWD needed to kill the mob, which is what you were doing anyway - hunting. Do you think you shouldn't have to work at all to keep hunting? Even before the clone system you still had to revive, heal up, and go find the mob that killed you. The only difference now (IF you already registered your DNA) is that you use up a clone to get right back to hunting... and clones are very cheap.



Hunter may die 10-20 times and more per hour. Would he pay for continue playing, if additional life have such price?

Okay, let's look at the costs. I don't know the current cost of a PN for sure, but say it's around 3 AWD.
If you exchange your PN at a Market terminal (the worst exchange possible) you get 70 mPNs.
If you run out of clones near Saransk West (the most expensive town to buy clones from the NPC) you pay 20 mPNs (as of the last time I checked, which was a while ago) for each clone.
So for 3 AWD you get 3 clones, with 10 mPN left over. On the other hand, if you trade your PNs for the most mPNs an NPC will give and buy clones at the cheapest NPC rate your 3 AWD will give you 10 clones (again, as of the last trade rates I recorded a while back).

Using the Ammo P crafting calculator PDF on the AfterWiki's Ammo_P page, you can see that 3 AWD gets you 18,000 rounds of ammo if you already have the refined resources, and is the same for any type of ammo. If you have to buy the ammo from a crafter or buy and refine the resources, you won't even get 18,000 rounds.

18,000 rounds is less than two full reloads. On low-end guns it will last a lot of shots (9,000 on a Sieger, but only 4,500 on a Warrior), but doesn't last very long on a medium gun (3,000 on an F450, but only 2,000 on an F570) and runs out quick on the high-end guns (1,000 on an Mi-12, 900 on the ZB-8, and only 692 on the ZB-11). The Sieger's reload is 1.75s, so it takes 262.5 minutes (9,000 x 1.75 / 60) of continuous shooting to use it all up, but the Warrior only takes 138.75 minutes (4,500 x 1.85 / 60). The F450 takes 75 minutes (3,000 x 1.5 / 60), the F570 takes 50 minutes (2,000 x 1.5 / 60), the Mi-12 takes 26.67 minutes (1,000 x 1.6 / 60), the ZB-8 takes 18.75 minutes (900 x 1.25 / 60), and the ZB-11 takes just 15 minutes (692 x 1.3 / 60).

The big picture? The higher you get, the faster you kill mobs, but the faster you run through ammo too. Yes, a newcomer/new Citizen will be able to stretch 3 AWD of ammo for a long time, but because (s)he has low avoidances will be killed more often. But new players start off with 100 free clones for doing nothing but starting to play. If they take the time to bother the other revive towns they'll get another 50 free clones per town for a total of 350 (50 x 5 + 100, assuming all five revive towns give 50 clones). A reckless player can burn through 350 clones pretty quickly, and a lot faster through 100, but no matter how fast they use them up they do it for no cost. It's only after the free ones are gone that you have to start buying them, and in that time a lot of skills can be gained and bought to make it harder to die. After all, nobody like dying and having to run back to the mob spawn!

I've been playing AWS since the first test version and I still have close to half of my original 100 free clones because I play carefully, just like any good hunter should. Yes, I already had a pretty good amount of skills across the board by that time, but you seem to feel that all hunters die "10-20 times and more per hour," which I consider reckless.

Ды вы батенька гений! Разработчикам надо уменьшить кол-во начальных клонов до 10, чтобы нубы вообще чувствовали себя хорошо
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Offline Event "Janе" Horizon

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Re: Cost of Death
« Reply #62 on: November 11, 2013, 04:36:02 am »
Ды вы батенька гений! Разработчикам надо уменьшить кол-во начальных клонов до 10, чтобы нубы вообще чувствовали себя хорошо
LOL
Когда не хватает слов - изменение языков.

К счастью Специальная логика выше среднего интеллекта и посмотрите эту тему, какая она на самом деле.

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Offline Vlad "Aquilla" NightStalker

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Re: Cost of Death
« Reply #63 on: November 11, 2013, 05:34:51 am »
Ды вы батенька гений! Разработчикам надо уменьшить кол-во начальных клонов до 10, чтобы нубы вообще чувствовали себя хорошо
LOL
Когда не хватает слов - изменение языков.

К счастью Специальная логика выше среднего интеллекта и посмотрите эту тему, какая она на самом деле.
You are Right, You are genius!
Clone system is nice decision!
Developers need to reduce starting clones to 10. Nah 10 , 5
LOL
« Last Edit: November 11, 2013, 05:37:05 am by Vlad "Aquilla" NightStalker »
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Offline Latvian "Icee" Rifleman

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Re: Cost of Death
« Reply #64 on: November 11, 2013, 09:06:18 pm »
Although my account is from 2008, I just recently rediscovered AfterWorld, thou practicaly I'm a newcomer. In a past few gaming days I have "died" 11 times and all of them was my fault (yeh - wandering in teritories too hard for a noob). I can buy a clone in NU for 11 mPNs - a reasonable fee for your mistake. So I think the clone system is a good one to make some not-too-harsh penalty for death. I can imagine more chalennging systems :)
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Offline Jarod "Brickwit" McBrickerton

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Re: Cost of Death
« Reply #65 on: November 12, 2013, 06:16:10 am »
I think many players will agree with you Icee. It's really not very expensive and it's totally free for newcomers, plus 100 (and more) free clones once newcomers become citizens. It's a system that holds your hand for a little while, but the hand is slowly pulling away the more advanced you get - just like raising children. ;-)

Of course there will always be people that want things to be cheaper, easier, nicer, bigger, and/or a bunch of other -ers. Like the saying goes, "You can please all of the people some of the time, and some of the people all of the time; but you'll never please all of the people all of the time."

Hopefully the devs will continue to take our suggestions into account to make the game better/more fun for more people, but I don't think they should have to change major systems/designs to try to make everyone happy. No matter what they change there will always be some people unhappy with the change.
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Offline Caiman "Spor" Dreadstone

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Re: Cost of Death
« Reply #66 on: November 20, 2013, 11:26:45 am »
Heya's


Me and my few clones have no problems with the current system  :o


Cheers


Axle

"you have gained skill in buying clones"


I'm going to piggy back on your post Axle, not for any specific reason, just that it's you :)


First remember AW isn't a fully fleshed out game, it's still in test mode, with that said here's my views. :)


Death must have a punishment of some sort, if not it holds no real concern or value and people will throw themselves at the biggest thing until it's dead with no consequence.


Way back in Ultima Online the punishment was in time. You had to run all the way back to town as a ghost, see a healer, rez, run all the way back to your body to get your items. However it was free financially speaking.


Having a financial consequence is fine, but having both in a fully fleshed out game can push newer players to get frustrated and annoyed and will leave. So my suggestion is do away with the rez here and get on the pad and be cloned do the 20 min run back to where you where. It can all be put onto 1 terminal and placed in convenient places such as East NU, West NU, Central NU etc but still have the Clone cost associated with it, but the run is minimal.


My personal view is this, i don't think a financial cost should be imposed on death, make it a time thing, but not a 20 minute run time thing. 2-5 minutes will be more than enough for someone to get the message they are over their heads hunting it.


Here's an example of why I don't think a financial value should be on deaths. Say I can only put in 5 dollars a month, and have say 5 hours a week and all I want to do is hunt. I log in, oh no out of clones, I can buy some out of my limited hunting fund, or i can spend 2 hours to go mine which I absolutely hate doing, i check and the Pharr ore vendor is there, i go and spend 2 hours mining pharr ore, go to turn it in and oh look, they've changed and now I need Lead, my time limit is up for that day and I log off very frustrated and annoyed. I log in 2 days later, i'm going to give it another try, I check, yup the lead guy is there, I go and spend another 2 hours doing what I hate, get lead, go turn it in and oh look different guy now and I don't have what he wants.


A lot of people will say that's not afterworld.


G[size=78%]ames need to adjust and tweek things to reach a broad market, i'm not saying carebear it up, hell no, I like a challenge. But this is a small change that won't affect the overall play of the game. [/size]


I'll site an example of a game that started out ridiculously challenging but has changed. Lineage 2, way back when it started anybody could kill you anywhere, any time, for any reason, and you had a chance to drop anything you carried or wore on you on death, Gold dropped in small bundles, 5-10 gold at best, weapons and armor ranged from the level 5 items at 5k-20k to level 20 items at a million gold easy, but the drop rate on gold didn't change much as you leveled. So it took months to get enough gold to get an upgraded item. Also to regenerate health and mana you had to sit, and it was about 2 health every minute, by level 30 my guy had to sit for about 2 hours after killing about 10 monsters.
[/size]
Alot of people left.


Fast forward to today, you can't drop what you wear, but you can drop what you carry, and health/mana regerates alot faster and health and mana globes drop.
If you die the runs are a long way back still, there's no mounts, and anyone can still attack you anywhere, any time for any reason. The game is still great, but they've had to tweek things that made the game frustrating and what drop players away.


I'm having an amazing time in AW, I can see a lot of potential but as with any game there's going to need to be tweeks to the game along the way, but i think it's still very plausable to maintain the essence and thrill and excitement that is Afterworld for me :)


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Offline dale "dalewj" ofj

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Re: Cost of Death
« Reply #67 on: November 20, 2013, 12:21:55 pm »
So my suggestion is do away with the rez here and get on the pad and be cloned do the 20 min run back to where you where. It can all be put onto 1 terminal and placed in convenient places such as East NU, West NU, Central NU etc but still have the Clone cost associated with it, but the run is minimal.

This is an excellent idea
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Offline Zaelkaer "Allfather" Vampyre

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Re: Cost of Death
« Reply #68 on: November 20, 2013, 04:29:50 pm »
I think adding pads where you can revive is a wonderful idea. You are still paying the cost of a clone when you die, but you don't pay in as much time.


For example someone who is trying to get to Sar from Nu, if they happen to die from a mob, say a deminer in the hills, or a slugot in the forest outskirts, then that 10-20min run they just did... they have to try it again. and maybe again, and maybe again.
 
well what if there was a roadblock revive pad added to the intersection of roads, or halfway down the road between the cities? Then they can just try again right away instead of running all that way.


also adding revive pads inside NU would be great. The newcomers Still have to pick the same amount of time/stone to get one pnote, but if they die, they dont run as far- i would suggest adding officers that take stone, at these revive pads in NU. It's not making the newcomers pick any faster, why not?? it would make it much happier for the newcomers i think if they can pick rocks in the field, run for 1 minute, and turn it in, and continue. Only going to outpost when they need more picks or to trade. They wouldnt have a storage at the pads, so they can only turn in what is on them..


some thoughts
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Offline Caiman "Spor" Dreadstone

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Re: Cost of Death
« Reply #69 on: November 20, 2013, 08:40:19 pm »
I agree, the difficulty and challenges can scale up as people grow in the game and get use to what type of game it is and the mechanics of it. No need to hammer someone hard who's only played for 5 minutes. The goal is to get them to stay in the game, come back and maybe even deposit.


But a little devils advocate, with it so easy to get to an officer to turn in p notes, the value of pnotes would drop. BUT most people have accepted with more people coming in the value of P notes would drop anyways. :)


Also about the turn in officer for ores, a few options that help reduce the frustration is either make it 1 officer who accepts them, but you can only have one active quest from him, ie you can't just accept all 4 and then come back and load up on pnotes lol, or keep it as 4 officers, but place them around the town. This will encourage exploration of town, they may meet new people that havn't met, or even a hunting buddy. After all the game is ment to be a social one.
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Offline The "Fifth" Entity

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Re: Cost of Death
« Reply #70 on: November 21, 2013, 07:21:31 am »
Good thinking.


Agreed, the newcomer has to get it easy.
He just entered a new strange world, he doesn't know how the simplest things work, the interface, keys, everything is strange and unfamiliar. For the Average Joe, all this is a challenge enough, for a while.




Also, paying for death with both time and $ seems indeed too much, gotta stick with one punishment.


Actually, death is interesting in games. There's lot of different things u could do with it - i.e. why not add some randomness? A small chance to lose something or gain something? The possibilities are endless...
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Offline Zaelkaer "Allfather" Vampyre

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Re: Cost of Death
« Reply #71 on: November 21, 2013, 08:51:21 am »
I don't think the pnote value would drop. The same amount of effort goes into collecting 500kg of stone ore. The difference is you don't waste as much time in between, ie. you are spending more time playing than doing stuff because you 'have to'
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Offline Jarod "Brickwit" McBrickerton

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Re: Cost of Death
« Reply #72 on: November 23, 2013, 06:34:03 am »
I agree with the latest ideas, though with a few tweaks of my own.

Instead of having revive pads (with or without WOs) in different areas of NU, just have some kind of small building spread around that can be entered by the player. The buildings don't have to have terminals (though later terminals can be placed inside of them in the future) but they should allow you to jump between buildings the way you can with the current ones. Newcomers don't have to worry about clones so reviving should always take them straight into town (and NEVER into Norilsk!) so they can drop off resources, then jump to the closest mini building to where they left to continue collecting.

This alleviates the need for extra NPCs all over the place, but I do also really like the idea of four WOs that are always in town, or even two. As long as they don't both ask for the same resource it should make things a lot easier for newcomers. And to prevent citizens from taking advantage, maybe only one WO would trade with citizens and the requested resource could still change with time. I'd also like to see newcomers be given the option to request a new trade offer if they don't want to trade away a specific resource so that they don't have to wait until the change.

This could also work for outside of NU, but I think the devs have town so spread apart right now because they want us to rely on the use of future vehicles and/or public transport (such as the trains if they've decided to allow this). Right now it's a huge pain to run from one town to another but in a car it won't be nearly such a big deal, especially if it gives protection from mobs.
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