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Old Apr 18, 2005, 11:38 AM // 11:38   #1
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Default Change the modifier of death/morale

I think the modifier you get with death morale, should be changed. I've typed out how, in my review, so I'll post a snippet here.

Quote:
Originally Posted by ME
Basically when you die, you get -15% to you stats (which can drop to 60) because you are weakened by death, this will "raise" again, as you kill monsters. If you, however, kill a boss, you can get above zero, and recive what seemed to be up to +10% (five bosses X 2% each time) I think that is the cap. If you enter a town, this modifier disapears. So if you hit minus sixty, you might as well head back to town and try again (monsters respawn when you leave an area)

The way I feel it should have been done, is modifiers should be available from ALL monsters, not just bosses. It should go to about 50 in each direction and should be hard to attain, but keep the loosing side the same (-15 when you die). As you fight and fight, you should get the odd percentage here and there, and the 2% from boss etc, and It shouldn't dissapear when you enter town. It should remain. However, it should decrease/increase towards 0 with time.

The reason I say this is because that way, when you have just 1 quick kill the boss mission just outside town, you get your + 2, then you end up loosing it straight away when you report back to town. Which sucks. And personally, I'd feel more of an achievement, if I fought my way back to 0 than ran in to town like a baby.
What do you think?
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Old Apr 19, 2005, 01:05 AM // 01:05   #2
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I doubt that would work, for a number of reasons. First, missions like Gate to Kryta would become next to impossible because you can expect to get -30 to -45% DP and then fail the mission. It may take six or seven tries, but if the penalty doesn't go away, it becomes that much harder. Also, when I was traveling overland from Yak's Bend to Kryta (without doing missions), a number of people in my party reached -60%, and would have left if we hadn't found the Ice Caves to remove the penalty. PvP would be unbalanced, as groups that met before to get Morale Boosts would have a major advantage over others, so players would have a harder time joining parties. Plus, it's just a lot more complicated. The way it works now is fine; if you die too much, you can go back to town, but you lose all your progress. If you kill a boss outside of town, feel free to keep fighting other stuff, there's no time limit on when you have to finish the mission.
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Old Apr 19, 2005, 11:38 AM // 11:38   #3
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Quote:
Originally Posted by Sin
Personally I think the morale system works as it should, canceling once you get to town is very credible as then those who would find an area and just go out with henches, kill the boss, come back in, go back out, etc. Could have 50 morale very fast from "Morale farming." In considering the morale mechanics keep in mind that defense is stronger than offense by design in GuildWars, or so I have come to understand listening to the Alpha and Beta testers who post here, as well as by my own observations. What I mean is Morale couldn't be on equal footing with death penalty without creating an imbalance to a fundamental to the game's design that, in my humble opinion, allows for a dynamic battle structure without needing high levels. This appears necessary to emphasize relying on skill use and choices to overcome your opponent.

Example gleaned from the commentary by Alphas and Betas as well as my limited guild v guild experience: 2 teams in guild v guild, where if one could attain 50 percent morale boost they would overcome the regular defenses of the other as though the defense didn't exist. As morale and death penalty are applied now the 60% death penalty weakens you and your ability to attack while an opponent with 10% morale boost is greatly increased in effectiveness, yet, the defense of a 60% DP team is not obliterated as though non-existent. Now with the 50% morale to 50% death penalty as you are suggesting "should" be (Akin to comparing this to some other game that it is not, looking for some "old familiar" exploitable grind.) the team with the 50% morale boost would be 3 times more effective. The competitiveness of guild v guild would be lost in that the team that has first death while the other team has moral boost would more often just quit. The exponential differential too expensive. All Alpha and Beta Testers who can shed better light on this please do. This is just my take on it and I very well could be misunderstanding.
Note the above poster, Flame, brought up the PVP too and, Horogan Sivoris, since your previous thread opened up about a number of other issues, although this which you posted here wasn't replied to much, this would appear not to give you a justification to make a duplicate thread. Please read the Forum FAQ. The admins really frown on this kinda thing. Just letting you know man.
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Old Apr 19, 2005, 11:53 PM // 23:53   #4
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Lol, I know, I'm not one to break rules. The point in this thread was to discuss the idea, but apperently, people discussed the idea in the other thread more.

Admin people, please lock this thread, I will provide a link to the other thread.

Clicky Clicky
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