incentive for not dying
Old 07-29-2009, 05:57 PM   #1
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Default incentive for not dying

It would be nice to get a small bonus for managing that your character either /hasn't died yet at all or /hasn't died for a long while, excluding PvP. RT spent in battles vs. mobs would be the counter for the time you survived. If it exceed certain thresholds, you get a small bonus to your drop rate with this character, like 1% after 24 hours, 2% after a week, 3% after a month and finally 5% after 6 months (numbers are just examples).

The reward doesn't really have to be an increased drop rate, but something every kind of toon benefits from. Additional Ideas/thoughts are welcome.
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Old 07-29-2009, 06:30 PM   #2
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how about not loosing the time you loose when you die??? I think that is a good incentive
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Old 07-29-2009, 06:38 PM   #3
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Well yes, I just thought it would be interesting to try and have a streak. Also, I often don't use up my complete standard time and with next to full rrt dying doesn't really matter.
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Old 07-29-2009, 07:18 PM   #4
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Yes, I treat death like a gate potion, for the most part. Whenever I die, I figure that's just 10 more minutes that I can spend outside, if I feel like it.

Come to think of it, maybe we shouldn't be so hasty as to reward players for not dying.
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Old 07-30-2009, 04:54 AM   #5
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This is an excellent idea.

You mentioned an increas in drop rate. That could be implemented in different ways. Either one of the following, or all 3 in a "cascading" effect that builds upon the other as the "Survivor" bonus increases.

Everything up to normal boss items
Epics only
A global increase to include gold, normal Boss drops and Epics

Other "perks" could be:

-An Increased % to Hitpoints (DUR) / Energy (PSt) / Mana (MSt)
-An increase to character specialty abilities (class-enhancing skills)
-Increased % to experience (Active Acceleration) / gold rushes (Treasure Sense)

Just my 2ยข

Last edited by Tai`Lauranna; 07-30-2009 at 04:59 AM..
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Old 07-30-2009, 05:13 AM   #6
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Slightly more cleavage plox Lauranna, can't quite see your belly button
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Old 07-30-2009, 07:32 PM   #7
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Quote:
Originally Posted by Tai`Lauranna
Other "perks" could be:

-An Increased % to Hitpoints (DUR) / Energy (PSt) / Mana (MSt)
-An increase to character specialty abilities (class-enhancing skills)
This wouldn't be a good idea as it would affect PvP - the survival bonus isn't supposed to directly buff your toon. Although more loot might make it stronger, too, it's always possible for others to catch up.

Apart from that, like your input. Thanks.
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Old 07-30-2009, 10:18 PM   #8
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Ya, guess I didn't think the Stat bonus idea through very well. It's sometimes easy to forget that Nod is simply a Java Applet, and doesn't (yet) have the capability to separate PvE and PvP instances.

Hopefully, if the Arena Isle concept is implemented <nudge>, then it may be possible. However, that still doesn't automatically cover PK/PKK.
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Old 07-31-2009, 04:20 AM   #9
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Quote:
Originally Posted by Tai`Lauranna
Ya, guess I didn't think the Stat bonus idea through very well. It's sometimes easy to forget that Nod is simply a Java Applet, and doesn't (yet) have the capability to separate PvE and PvP instances.

Hopefully, if the Arena Isle concept is implemented <nudge>, then it may be possible. However, that still doesn't automatically cover PK/PKK.
It does have the ability to differentiate the two. Get into a PvP group fight, escape and rejoin the battle. Then try that in PvE. :P
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