I estimate, that at high levels (48-50) your average xp run, without needed healing, is about 125k xp max. Of course this varies from character to character, but for this character, that's as much as I can expect, as a 100dex, 100con fighter, and spam 2nd circle cause mage. Following a run like that, I need to heal upwards of 90% of my 570 hitpoints. You do the math. At best I can find a few items in the game to heal me partway. But if there is not a healer around I am looking at a half hour or more of sleeping time to regen, the most anti-social action on the mud, not to mention very, very boring.
Now thinking about the 750k xp loss from mob death, since I died yesterday in P Isles. For me, that's 6 full cycles of my hitpoints to recover from. Without any healing, that's about 5 hours, give or take, of time to recover from one death. 5 hours.
To put this in perspective, let's look at the old system. (yeah, where else would I compare, right?) 2 million xp loss from death. That would be recoverable for me in about 3-4 runs. If mobs are worth on average about 1/5 of what they used to be, a 750k xp loss under this system, is the equivilant of a 3.75 million xp loss in the old.
I am one of the lucky ones, the ones that can heal myself (cure light at level 44 cast level :P) Still, it helps some. Cuts my recovery time down a little, maybe healing 175-200 hits with all my mana. But I don't want to think about how pure fighters, or anyone without healing ability has to go through. It's not that it's different from before, because they still have to go through the same thing. But the rewards, are less, and the amount of time you have to run around from mob to mob, are more.
6 hours to recover from a death might not be much. Having almost 1100 hours on this character, it really doesn't seem like much at all I am sure. But when fighting has allready become tedious in most instances, lost it's thrill generally. (When I xp run, I go for lots of easy mobs now, instead of 2 or 3 big guys, who CAN kill you) Yes, I died anyway, but that was through exploration, and I really don't think it's indicative. There are still areas of the mud that I do get a thrill from, well, SL is about it.
Anyway, I'd like to hear some comments on XP loss from death. That is what I am most... (choked?) concerned about. Seems to me, that in the big picture, it's almost double what it was before, to recover from.
Suggestions - 500k from a mob death, and 250k from pkill.
Why? Well, using the 1/5th rule, that the mobs here are 1/5th of what they used to be, this still puts xploss higher than in the old system, but a lot more manageable. (IMHO) Funny, xp loss from death in this system really isn't severe until higher levels it seems. I know that levelling is supposed to get harder as you go up, but I think right now, death xp loss at 750k, is too much. It doesn't seem to fit with death xp loss at other levels. I'd like to see the xp loss from death for each of the levels, if an immort could pass along that info, I would appreciate it.
Now, a pk death is slightly more than 6 runs at the vampire. It was 10 lvl 50 generic type mobs before, now it's roughly 18 lvl 50 generic mobs.
What are they worth now?