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Flee; You lost 10 EXP!

Why?

I know it's been around forever, but why? It just doesn't make any sense. :confused:

I agree. It's better than dying. Best to run and fight another day.

I'm tryin' to fight off some kind of cold, possibly a flu variant from the symptoms, and I was thinking about how you lose 10 xp from fleeing.

Never really thought about it before seeing as how losing 10 xp doesn't mean anything. But it's a penalty for what? Being smart? You get to live/learn from a mistake, but you got dumber? By not experiencing death, you're gonna lose a little xp?

Just a random thought that had me laughing out loud, especially since we advocate running from a PK if we're not prepared/didn't start it. Or outrunning that nasty mob we underestimated.

Not that I'm saying GIVE 10 xp for fleeing. I'd just like to see any form of plus/minus disappear from fleeing. However, if you do give me 10 xp for fleeing, I promise to abuse it and go from 1 to 50 by myself. It would be OP.

Get up, stand up.

death = -x% exp

fear = -10 exp

Its a small penalty compared with the fall. Its not to punish you for fleeing, its a training device for new players, it teaches them to hunt within their range. If I am level 1 and keep fleeing from the wolves in the arena as opposed to slaying the plasma beasts I deserve the loss of exp. I am hunting beyond my range. 10 exp amounts to squat after rank 1. Of course, this was created years before the current regime blessed us all with the zero exp loss for new players while there are few players on.

It's a balance thing.

You can "increase" your number of attacks by flee/murder.

This used to be done in Shandor on the Ranger/Warriors with vulnerability weapons.

Have seen it used also at the Centaurs.

You can still use it in PK. I have used it to great effect vs a Shaman. But then again i was pinnacled.

It's a balance thing.

You can "increase" your number of attacks by flee/murder.

You're funny.

RE Croyvern: That makes sense.

Why?

I know it's been around forever, but why? It just doesn't make any sense. :confused:

I agree, everyone should just go all out

Never liked it. No reason for it to be there (except maybe if the above answers were explained to more of my liking). Let's remove it!

To be honest, I do not think it really has that much of an effect to warrant removing it. If you cannot recover from the loss from fleeing and loosing 10 exp, you are doing something very wrong. True, this was put into place long before FL or AR was even thought of. However, it does serve a purpose in fact, one could almost argue that the exp penalty should be increased. Since when it was initially in place, the level cap was 25, and killing mahn-tor was a big deal.

we lose 10 exp for fleeing :eek: :eek: :eek: I never noticed. j/k.

Fleeing then returning to enter a murder round can be devastating in both PK, and mob hunting, as well as finishing off large mobs. Losing 10 exp is just laughable. you can flee 100 times, and get it all back with 1 medium quest. I feel that Imm effort would be FAR better applied ing etting us new zones (please?) the EQ balancing thing that has been talked about.

Also, if we are gonna remove anything I think there was a thread I saw several pages back about removing the Wizinvis command. I liked that idea quite alot. If you remove it for sub 58 imms, it is gonna be much harder for people to cheat seeing 1-4 imms on. There is still that lingering fear that Anume is logged on and waiting to yank some screams from some worthless soul. It can do nothing but improve the mud in my opinion.

EDIT: Please note that my opinion is far from the authority I am wrong at least as often as I am right.

If you want an RP reason... xp is basically "you've impressed your guildmaster this much". Fleeing from a fight lowers your guildmaster's opinion of you, hence you lose xp (though, going by this, for certain classes you should gain xp by fleeing, considering how many classes rely on flee;cure).