SacreDoom wrote:aging-death? NO!
I dont wanna waste a fucking 500 hours on a character that suddenly dies all of a sudden without warning and I lose 75% of everything... T_T
I agree that it shouldn't be without warning (although pvp perma death could very well be without warning).
basically a hearthling has a certain lifespan, and I think the player should be able to see that lifespan.
a system could even go asfar as to tweak the lifespan depending on 'how healthy' the player lives. (disease could be introduced which when left untreated take away 'lifespan') regenning HHP could cost a minimal amount of lifespan. etc etc
Brickbreaker wrote:Aging death? It won't solve the problem of the LP-gap between players.
If an older player dies he looses some of his LP, but so will the newer player loose some when he dies eventually too.
This will only mean the newer player might have similar LP to the older player for a certain amount of time (If they play for the same length of time ofc).
Personally I say there is no way you can truly catch up to an older player (If you play for the same length of time) with uncapped stats in place.
just adding aging death wont solve anything yeah... it would just turn into an annoying reoccuring setback (maybe even disastrous if you forget to tweak your tradition slider) so perhaps there could be only a certain amount of (LP)/(skills)/(whatever system we're going to use) that gets transfered to your new char, essentially introducing a CAP. but instead of the cap being a maximum that can be obtained the cap introduces a max starting point. infinity is still reachable but only for the lifespan of your char, when that is up you get set back to that cap.
Personally... I don't really know how I feel about any sort of cap, the last thing I would want is to play 'just another generic mmo' I think everybody that is drawn to HnH is here because it has its quirky differences with other mmo's.
I do however like the concept of reincarnation/resets/a level playing field.