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Pigface
Rabbit Puncher
Posts: 77
Survival bonus
#31729 - 08/08/07 09:04 AM

My suggestion, sorry if its been thought of before, is to "borrow" sacreds survival bonus, it starts on 0 percent and the higher it gets (the longer you stay alive) it adds a bonus to your chance to find decent items, so at 100 percent (which should take a long time to get to without dying) you would have say a 10 percent bonus to magic find.

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I am Fump
C:\DOS
C:\DOS\RUN
RUN DOS RUN


Edited by Pigface (08/08/07 09:05 AM)


chiposaur
Actual Hawk
Posts: 262
Re: Survival bonus
#31897 - 08/09/07 08:23 PM

that's really good... it could make the death-penalty dungeon a little more bearable.

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in every post lies an opportunity for the reader to understand the spirit of what is said.



Ripper_McGee
Veternarian
Posts: 1,483
Re: Survival bonus
#31900 - 08/09/07 08:44 PM

I like this idea. In order to mitigate exploitation, however, the counter/timer should be reset in the following circumstances whenever you exit a dungeon:

1) You log out
2) You reset an instance
3) You teleport to town via Waypoint
4) You teleport to town via obelisk
5) You use the /stuck command

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~Ripper

Complainers ... Unite
Newb/N00b (NSFW)
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/twitch (TM)



chiposaur
Actual Hawk
Posts: 262
Re: Survival bonus [Re: #31900]
#31904 - 08/09/07 09:08 PM

id take it a step further and say it's only usable while dungeon running and it appears as a timer counting up to the max 'bonus time'

every action resets the timer to zero except killing things. the counter pauses 10secs after you stop doing damage. portal/obelesk to town reverses the timer... it counts downwards to zero.

other than those 2, you have no timer.

oh and for every line you type in world chat it subtracts a minute from yoru time.

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in every post lies an opportunity for the reader to understand the spirit of what is said.



Pigface
Rabbit Puncher
Posts: 77
Re: Survival bonus [Re: #31904]
#31924 - 08/10/07 06:03 AM

Well sacreds system meant that it only increased when you were in combat, and it took around 100 hours to get it to 100 percent.
It could be done on a smaller scale but it should be hard to achieve a high percentage too, it gives incentive not to die, I love the fact that I dont lose an hour or more of experience when I die unlike most other games, I cant help but feel there should be something to make staying alive more important than it is, but I dont want to lose loads of experience either, I hate that system

If balanced well, it could be quite a good feature.

--------------------
I am Fump
C:\DOS
C:\DOS\RUN
RUN DOS RUN



vss3rd
Rabbit Puncher
Posts: 69
Re: Survival bonus [Re: #31924]
#31944 - 08/10/07 12:54 PM

it could be linked to kills instead of time
-if it resets on exit

something like 1 pt per kill --only on mobs green or higher
--exception being lv100 mobs

i was thinking of pts based on % of lvl but might be too fast

but given it could take a little while to kill 100 guys
-and counter resets on exit
-might work

after all youve gotta leave eventually to sell that loot
-right ?

auto boot should be set to 10 minutes
-if it hasnt already <been a while since i played>


ChocolateAvenger
Rabbit Puncher
Posts: 69
Re: Survival bonus [Re: #31944]
#32041 - 08/12/07 07:29 AM

Other Sacred players!

Hooray!

I also think this is a good idea.

It should rise faster on higher difficulty levels.

The only flaw is stacking and partying issues.

As being in a party increases the difficulty and drop rate of items.

I would really like something of this nature to be implemented but I just don't see it being able to fit in.

It also doesn't fit in with the whole "Casual game" thing.

But, that's just my opinion.


Gerronos
Armchair Warrior
Posts: 27
Re: Survival bonus [Re: #32041]
#32047 - 08/12/07 11:33 AM

I like the idea of the timer counting down when you leave the dungeon, cus I need to sell all that swag and dont to lose my bonus as soon as I leave.


 
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