Thanks for all the feedback!
chequers wrote:Here's one idea: when you die, your progress to the next XL is set to 0%. You need to gain an XL to lose the NoRevive status.
a. This would be a variable death cost based on how close to leveling up you are. I'm not sure that's a big problem, but it is a little odd
Interesting idea. I'm not sure how I feel about the variable-cost death either. When I first read the idea, that was the first facet of it that I noticed, and my first instinct was "No." But the more I think about it, the more mixed my thoughts become. More on that in response to the following comment:
amalloy wrote:My two cents on this are that there's nothing wrong with a variable cost, but a variable cost with obvious huge player-controlled breakpoints may encourage undesirable behaviour.
On the other hand, maybe some of those behaviours are fun? "I'm at 90% XP and don't want to waste a revive chance by levelling up, so I'll risk diving into Elf now."
With this system, if you're at 90% XP and aren't in NoRevive, taking a larger gamble than you normally would is a two-sided coin. In one regard it's a good idea because, as amalloy points out, one of your chances to revive is certainly (well, at least hopefully) going to go unused if you don't take the gamble. On the other hand, there's a lot at stake in terms of your progress to the next level-up. If you *do* get killed, you've lost that 90%! (*And*, besides that, you must progress through all of it again *without* dying.)
Let's look at the same analysis on taking a risk when you're at *low* progress toward next level and aren't in NoRevive. It's a bad idea in the regard that you've got a lot of time left for your current revival chance to apply, and you don't want to blow that. On the other hand, it's a good idea in the regard that you haven't got a whole lot of XP to lose by dying. So, maybe the benefits and risks do a good job of canceling each other out? Taking a gamble is either good because you haven't got much XP to lose, and also bad because you're throwing away a revival chance early, *OR* it's good because you're about to lose a revival chance, and also bad because you'd be losing a lot of XP if you die.
It should be noted that in saying all this, I am inferring and assuming that chequers' proposal involves ditching the one-XL loss of the current system, and merely resetting the XP progress to 0% at the *same* XL. Otherwise you have quite a lot to lose in both scenarios -- an XL lost *and* 0% progress back towards the XL you had *already* obtained. chequers, can you confirm or correct my interpretation of what you're saying?
chequers wrote:An alternative implementation: never remove NoRevive once you die at XL27.
Not sure how I feel about this one, but also not sure how much it matters. How long do felids typically get played past maxing out their XL? Are there a lot of felids running around in Pan, Hell, and Tomb? I don't know -- I only noticed my gripes with the system because I've spent a bit of time just trying to get my first rune with a felid.
chequers wrote:Example proposal: when you die, you ALWAYS revive unless you are in NoRevive state. When you respawn you gain NoRevive and lose it when you level up. (Variant: reset to 0% XL progress on death as per above)
That's interesting too. Just do away with the lives counter and have revival solely based on when you last died. I'm curious what other people think about that. Not sure what I think about losing it when you level up / resetting level progress. I'm still fond of the idea of having an XP requirement calculated to do away with it, like stat/skill drain. Regarding the player's need to know how long it will be until it goes away, what about a percentage counter, similar to the one towards the next level? i.e. you come back from death at "NoRevive:0%" and when you've gotten half the XP the game has decided you need before it's lifted, then you're at "NoRevive:50%", etc. Or is this getting too messy?
amalloy wrote:You don't like the current system because it advantages a felid who dies early, compared to one who dies later, and that seems backward. I agree, and would suggest that one of your goals should be finding a system where it's always better, all else equal, to die later rather than sooner. Maybe you'll have to compromise on that goal, but it's a good goal.
That's true to a degree, but there's another facet to that. My goal is *either* to "fix" that "backwardsness"... *or* alternatively to make it clearer and more straightforward for the player why and how the privilege of reviving is throttled. If the idea is to disallow too many quick-succession deaths (for example, maybe 3 deaths with a lot of XLs and time between them is more "forgivable" than 2 deaths to the same enemy five minutes apart), then the current system isn't so unfair after all, but my proposal still makes it much simpler and easier to understand: the rule is that you can't die and revive multiple times too quickly, and so, straightforwardly, there is a condition for some time after reviving that prevents you from reviving.
damerell wrote:Psymania's proposal also seems to me to have the downside that mostly it represents increased access to lives, but with the potential to make some exasperating situations (stomped twice by the same unique without being able to get off the level) even more exasperating.
That scenario is only "more" exasperating than with the current system if, with the current system, you have been playing wisely+fortunately enough to have both of your allowed 2 extra lives in hand before the first kill by said unique. If you only have 1 (let alone zero), two kills from the same unique in a short span of time *already* results in game-over. So my proposal doesn't make that situation very much more punishing, IMO.
damerell wrote:If we accept that goal is unachievable and the objective is just to simplify the lives mechanic, what about the following; kitty lives work just as they do now, except that getting access to an earned life is just XP-gated (requiring about a level of XP) rather than hanging on this slightly inobvious mechanism of reaching an XP level you never reached before (which can represent widely variable difficulty in getting access to that earned life)? I'd be interested to know if Psymania would regard that as an improvement.
I *would* regard that as a *small* improvement -- it would take away the confusion about how to get what's supposed to be coming to you. It doesn't completely do away with the "Hey, why is my number of extra lives available capped? That means I'm punished for dying long after reaching the cap instead of dying right when I reach the cap" factor, though.