Polynesia wrote:Because people keep bringing up the 25% figure... it was just a suggestion. Instead of talking about how much you dislike it (and blowing off the whole idea because of it) it would be better to suggest an alternative you think would be more acceptable. I am gonna lower my original suggestion of 25% to 10%, because a quarter is way too much but 5% is too little in my opinion. After all, how many chances do you wanna give someone? If someone is reckless and dies time and time again, that’s on them. The whole point of this thread is to find a way to punish recklessness, and I don’t think respawning far away does that apart from being annoying and time consuming. It has nothing to do with the gameplay and isn’t really a punishment in some cases. If you are killed by a predator, respawning somewhere else just means you are safe from the predator and with full health again. It’s not a punishment in that sense and has 0 effect on your wolf.
Keeping in mind, that EXP may function differently in WQ3. It’sprobably gonna have more use and so making it a better punishment than teleporting your wolf to god knows where.
I stand by what I said about losing a set amount of XP instead of a percentage. Though not a fixed set like the current 2.7 multiplayer where you lose 500 each time, but a set amount that keeps increasing each time you die.
I think everyone's talking about the obvious problem that more experienced wolves will suffer more from a percentage decrease which I understand. Even a 1% decrease might still affect very dedicated players who have tons of XP. Having a wolf with 1,000,000 XP and losing 10% of that is a loss of 100,000. Judging by the current game's XP system, that loss would be the equivalent of about a thousand cow elk kills, just from one death.
However, that's not the only reason I don't think it will work. You can't keep dividing something forever because it will never reach zero. You'd have to start going into decimals, and I don't know about you but I've spent enough hours in high school staring at decimals XD
Also, think about it this way: We want to punish recklessness harshly, and honest mistakes less harshly, right? So if a wolf has 100,000 XP and loses 10%, that means you lose
10,000 XP which leaves your wolf at 90,000. 10% of THAT would be
9000 XP. So the amount you lose decreases each time. That means the first couple of deaths, possibly from genuine mistakes, would be punished MORE harshly than dying repeatedly (maybe not in the long term but you get my point).
Unless you're talking about losing a % of the amount you started the game with and not the amount you happen to have at that moment, in which case I still think that's unfair for different reasons.
But I have to say I kinda like the idea of a K/D ratio.