Mortality
Mortality
So, I think the mortality timer is a bit too short. I've never had more than 1 mortality at any given time and it seems like it usually falls off by the end of the day. Personally, I think somewhere between 4 to 7 days would be a better range for mortality to linger, otherwise a person's mortality would never build up. Just a thought!
Re: Mortality
Agreed. Not much more I can say to it!
Mortality as it is, is not very threatening. In the past, the timer was ridiculously long, but now it is just way too short. Something between 4 and 7 days like suggested should be a fairly sweet spot!
Mortality as it is, is not very threatening. In the past, the timer was ridiculously long, but now it is just way too short. Something between 4 and 7 days like suggested should be a fairly sweet spot!
Re: Mortality
I agree with this. After PDing a player and gaining mort, i was a little bit nervous. By the time i made and ate supper IRL, it was already gone. Where's the fun in that???
Re: Mortality
it's 5 hours of ingame time, which i think is quite a lot. Maybe increase to 10, if you REALLY think its too short.
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- Posts: 120
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Re: Mortality
I would have to agree with the sentiment in this post. Mortality has a rediculously short duration for something that is meant to provide a sense of danger. I'd bump it to 24 hours at the very least.
Re: Mortality
Five hours of in game time to remove one point of mortality makes the threat of it negligible, as Kent said with his post. I know finding the time to spend five hours in game can feel like a lot, so I understand what you mean, Hagbard, but if you think of it as having a character be present in game for a window of opportunity that lasts just five hours and serves as some kind of spiritually punitive danger period, it's not long at all.
So I agree with Drucilla and Wyrmlance. Four to seven days is a better decay rate for each mortality point and allows for them to stack for an increased threat. The Broken Sword brought up increasing the decay rate to 24 hours of in game time at the very least, which I think is great because it's also stressing the importance of making time spent in game necessary to work off the mortality points. Previously, I had noticed that some characters would stop being in game if they had any active mortality points against them, and the players would wait until whatever out of game period of time had passed before logging in again. That's no fun for anyone.
Another consideration is to give more mortality points for each permadeath. So if John Smith kills Jane Doe, John Smith doesn't get just one measly mortality point that just goes away in five hours. Instead, John Smith gets five mortality points - or even ten! Let the threat linger. I feel like the inherent danger of murdering another character should be greater than the threat of them having been knocked out by a locust, for example. I'm pretty sure that scaling of mortality points doled out under different circumstances is how the system worked previously too.
So I agree with Drucilla and Wyrmlance. Four to seven days is a better decay rate for each mortality point and allows for them to stack for an increased threat. The Broken Sword brought up increasing the decay rate to 24 hours of in game time at the very least, which I think is great because it's also stressing the importance of making time spent in game necessary to work off the mortality points. Previously, I had noticed that some characters would stop being in game if they had any active mortality points against them, and the players would wait until whatever out of game period of time had passed before logging in again. That's no fun for anyone.
Another consideration is to give more mortality points for each permadeath. So if John Smith kills Jane Doe, John Smith doesn't get just one measly mortality point that just goes away in five hours. Instead, John Smith gets five mortality points - or even ten! Let the threat linger. I feel like the inherent danger of murdering another character should be greater than the threat of them having been knocked out by a locust, for example. I'm pretty sure that scaling of mortality points doled out under different circumstances is how the system worked previously too.
Re: Mortality
24h sounds sexy, perhaps more. In either way 5h is way too low.
Re: Mortality
I'm inclined to agree with increased mortality rating for PDing someone as currently if they only receive one mortality, it's almost not even worth counting as a penalty for many players.
In regards to PvM, I like what I heard from Sic about plans for higher-risk dungeons that will potentially inflict more mortality points and come with greater rewards. I also agree with the concept of having easier and lower risk content to allow for a broader player base that is not just focused on the Hardcore crowd - extra population is good!
And just to point newer players to how Mortality/PermaDeath works in case they want to contribute to the discussion: https://www.13thrones.com/wiki/doku.php ... _and_death
In regards to PvM, I like what I heard from Sic about plans for higher-risk dungeons that will potentially inflict more mortality points and come with greater rewards. I also agree with the concept of having easier and lower risk content to allow for a broader player base that is not just focused on the Hardcore crowd - extra population is good!
And just to point newer players to how Mortality/PermaDeath works in case they want to contribute to the discussion: https://www.13thrones.com/wiki/doku.php ... _and_death
Re: Mortality
Instead of changing it around to last longer what about gaining the ability to set a temporary mortality level which gives a bonus to infusion earned through combat. If people want to play ultra omega hardcore it's a button tap away.