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New Poll! Death Penalty Poll

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Comments

  • Storm_CloudStorm_Cloud MalmoPosts: 369Member Uncommon

    I would like to have the old EQ1 death rules back. Xp loss, delevelling possibilities, corpse runs that may require you to get help from friends if you stupidly went to explore where there is a high risk of dying and not possible to get your corpse back if you did.

    But then again, this is like their roundtable on the main EQN site, whatever is voted on and being said, they will still choose what they have already decided on. Doesn't matter if the highest votes is something completely different than what they want. They will go with what they want.

  • GaladournGaladourn AthensPosts: 1,052Member

    I'm really trying to understand the mentality behind people voting for Permadeath; how on earth could you have that in a game? In single player games you may have permadeath but you also have save slots so you never really have to roll a new character.

    In a MMO, where the anonymity of the internet is bound to bring to the surface -usually- the worst self in many people, how could anyone vote for permadeath and not consider the potential ramifications?

  • Burdoc101Burdoc101 Fort Campbell, KYPosts: 281Member
    Originally posted by Galadourn

    I'm really trying to understand the mentality behind people voting for Permadeath; how on earth could you have that in a game? In single player games you may have permadeath but you also have save slots so you never really have to roll a new character.

    In a MMO, where the anonymity of the internet is bound to bring to the surface -usually- the worst self in many people, how could anyone vote for permadeath and not consider the potential ramifications?

    I think of games like minecraft and diablo, for reference, where they do have perma-death modes, but no save point that you can go back to. Once your dead, your character file is deleted.

    As to why people want to play perma-death; I believe its the matter of the challenge that comes with it and pride (ego) for it. Sure there are ramifications towards playing a perma-death game, but you know what your getting into before hand.

    Maybe one solution to few problems that come with perma death, such as communities or guilds breaking apart because of it, is allowing players to choose to be apart of the same guild account wide. So if leader "X" dies he could create a new character and be the leader still; or in my opinion let "Y", who is next in line, be in charge and let "X" new character work up the ranks again. 

    A perma-death game would allow the constant ebb and flow of "new" people in city hubs and starting zones. "Fresh" faces at early level and only the "best" at higher levels. It would really filter out people and create a different standard of community.

    Then imagine open-world pvp and prospect of the communities creating bounties for certain characters within the game and guild battles or sieges having actual consequences and only the tactically superior guild wins and then becomes a major power house. You could fix this power house by infiltrating the guild with saboteurs.

    Perma-death is an under-used tool at the developers disposal and should not be tossed aside. I may have voted for hefty penalty, but I would play the crap out of a perma-death server if they had that as a choice.

  • EyrothathEyrothath Phoenix, AZPosts: 198Member

    I am in favor of equipment damage and having to repair it or FIND a blacksmith to repair it.. (No, I am not talking about NPCs to repair it..) But using player skills to do it. And this is something I am in favor of, without dying.. As you take a hit, you should take equipment damage as well..

    On the note: I am in favor of having resurrection skills, rather than having a re-spawn point, players should have to resurrection each other and maybe there could be shrines or NPC healers that you can run to when you die, you become a ghost like in WoW but instead of running back to your corpse you should become a ghost at your corpse and have to find someone or something to resurrect you and then run back to gather your equipment.. Yep, I am in favor of that as well! Going back for your equipment.. Not necessarily full player loot but maybe if you don't go back to your corpse at an X amount of time, then it can become looted.. ;)

    Either way I am in favor of equipment falling off onto one's corpse when they die and weather it be enemies, monsters, guilds, a party or guilds you're at war with who can loot it.. This was kind of hard answer for me to pick so I went with the second option..

  • Params7Params7 Runnemede, NJPosts: 204Member

    Risk/Reward is what I play videogames for. Tired of casual, pointless games like WoW and other themeparks.

    I wish they would make Dark Souls into an MMO.

  • IcewhiteIcewhite Elmhurst, ILPosts: 6,403Member

    Death penalties and general difficulty need to be tied together from inception. They aren't (and never have been) independent.

    IF the game is designed to kill players very frequently (Raid bosses designed to cause frequent wipes, for instance; or just a high incidence of unavoidable random deaths by die roll (criticals), uncontrolled PVP)...then the reset & restart penalty needs to be a light one. Insert another quarter for more time.

    IF you can control your fate, at least in most cases; sure, slap the penalty down. Your third little man has died, game over, play again?

     

    An mmo where 'gave over' applied as a concept...on an account basis.

    Naw. Too easy to cheat.

     

    Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  • SengiSengi HamburgPosts: 350Member
    Originally posted by Elikal

    That too. It is my experience that most people have no idea what is good for them.

    Even if someone truly would enjoy harsh penalities, do people REALLY thing it is good advise to SoE to implement a harsh death penality? In an expensive Triple A MMO?? In 2013?

    THINK people. Try to make a difference between what is your personal quirk and what realistically is good for a MMO in our days! Any halfway harsh penality would make the game sink faster than the Titanic! I don't know why they even ASK the question. Sheesh. Haven't they learned anything from "race restrictions"? It just puts DUMB ideas into people's minds.

    It's like asking a child, do you want chocolate or vegetables? Oh, sorry, we decided to have only veggies because they are healthier for you! Oh, then DON'T MENTION the damn chocolate!

    SoE would be much better off, changing the Round Table to a sort of forum. So they can ask a question like this, but don't give multiple pre-formulate choices, but everyone could answer is a freeform text reply, becaus it would be WAY more interesting to hear WHY someone is for something, than what he is for. Anyone can say yay or nay, but the explanations are what would matter.

    It think this a very pessimistic point of view. You basically say that  SOE should procure a casual game for the casual market, and that they should give the casuals what they already know. This is what created SWTOR and that one blew up like the Death Star two month after release. I thought EQN set of to be different. I think to experience the trill of a harsh death penalty would be new and interesting to players who haven't seen it before.

    I think your metaphor is wrong. To have no death penalty or one that doesn't matter is the easy instant-gratification solution. That would be the chocolate. Maybe it is a good idea to give some vegetables to a child that has eaten nothing but chocolate for the last 10 years. Maybe it will like it. And maybe it has grown old enough to understand what would bring more satisfaction in the long run.

    I'm also seeing this from a player's perspective. I don't really care if EQN is an financial success if it has to be dumbed down to do so. I'm sorry but I only really care for games that meet my personal taste. Financial success is for me just a means to an end, and only if the money is reinvested into the game. Of course it is different for SOE but that is their problem.

  • DMKanoDMKano Gamercentral, AKPosts: 8,530Member Uncommon

    Since the game seems to be geared towards ultra casual players, I would go even one step beyond zero death penalty - no death option, where once you are at 10% HP mobs stop attacking and walk away.

    This system would remove the timesink of having to walk back from respawn spot and have to rebuff etc..... 

     

  • SengiSengi HamburgPosts: 350Member

    I think this round table poll suffers from badly designed options, like many before. Especially the third option can mean radical different things for different people. I guess this is the reason why it pooled up so many votes. Therefore its hard to say what the outcome of the poll actually means.

    • What does "fairly high" mean? Fairly high compared to what?
    • Is "fairly high" the same as "hefty" or less? Is the third option the same as the second one without the group-aspect?
    • How much XP loss; do you lose a whole level with every death ore only a tiny amount of XP?
    • Does Equipment-damage mean Equipment-loss, or is it easily repairable?

    It is the same with the fourth option. How much XP-loss is there and how much time does it cost, 30 minutes or 30 seconds?

  • LaiquendiLaiquendi slingerlands, NYPosts: 73Member
    The way they are molding this game, Im going to have to say it would work perfectly with an exp penalties of a moderate level. Nothing harsh. So far this game is focused on fun and simple. Theres no way they will so anything more then that.

    image
  • BoneserinoBoneserino London, ONPosts: 1,623Member Uncommon
    Originally posted by Sengi
    Originally posted by Elikal

    That too. It is my experience that most people have no idea what is good for them.

    Even if someone truly would enjoy harsh penalities, do people REALLY thing it is good advise to SoE to implement a harsh death penality? In an expensive Triple A MMO?? In 2013?

    THINK people. Try to make a difference between what is your personal quirk and what realistically is good for a MMO in our days! Any halfway harsh penality would make the game sink faster than the Titanic! I don't know why they even ASK the question. Sheesh. Haven't they learned anything from "race restrictions"? It just puts DUMB ideas into people's minds.

    It's like asking a child, do you want chocolate or vegetables? Oh, sorry, we decided to have only veggies because they are healthier for you! Oh, then DON'T MENTION the damn chocolate!

    SoE would be much better off, changing the Round Table to a sort of forum. So they can ask a question like this, but don't give multiple pre-formulate choices, but everyone could answer is a freeform text reply, becaus it would be WAY more interesting to hear WHY someone is for something, than what he is for. Anyone can say yay or nay, but the explanations are what would matter.

    It think this a very pessimistic point of view. You basically say that  SOE should procure a casual game for the casual market, and that they should give the casualty what they already know. This is what created SWTOR and that one blew up like the Death Star two month after release. I thought EQN set of to be different. I think to experience the trill of a harsh death penalty would be new and interesting to players who haven't seen it before.

    I think your metaphor is wrong. To have no death penalty or one that doesn't matter is the easy instant-gratification solution. That would be the chocolate. Maybe it is a good idea to give some vegetables to a child that has eaten nothing but chocolate for the last 10 years. Maybe it will like it. And maybe it has grown old enough to understand what would bring more satisfaction in the long run.

    I'm also seeing this from a player's perspective. I don't really care if EQN is an financial success if it has to be dumbed down to do so. I'm sorry but I only really care for games that meet my personal taste. Financial success is for me just a means to an end, and only to the money is reinvested into the game. Of course it is different for SOE but that is their problem.

    I take it you won't be playing the game then , because your problem is not SOE's problem either. 

    Either give players choices on what the penalty will be, or you are left with  trying to find a balance of what the majority wants.   My guess is  what they want is not permadeath.  Or anything close to it.

    Just a hunch.

    FFA Nonconsentual Full Loot PvP ...You know you want it!!

  • SengiSengi HamburgPosts: 350Member
    Originally posted by Boneserino

    I take it you won't be playing the game then , because your problem is not SOE's problem either. 

    Either give players choices on what the penalty will be, or you are left with  trying to find a balance of what the majority wants.   My guess is  what they want is not permadeath.  Or anything close to it.

    Just a hunch.

     

    No, I don't like permadeath at all. As I see it I fall into the majority of people that what the death penalty to be "hefty" or "fairly high". I don't even insist on corpse-runs, I would be fine with another type of death penalty, it only has to have a real impact. I think there is no real adventure if you can't lose anything. It shouldn't be trivial if the character dies. It makes the game world feel more real.

    I just wanted to point out that above all I want EQN to be a great game, and that it is stupid to support a feature that will impair the game in order to appeal to a hypothetical casual crowd. I guess the dev team is at least partly making the game because they have an artistic vision and not only because they want easy money.

    It is still not clear what EQN is going to do. They set off to redefine the mmo-genre and not to make another WoW clone. That would include not to copy WoWs ghost-runs.

  • Ender4Ender4 milwaukee, WIPosts: 2,253Member


    I think this round table poll suffers from badly designed options, like many before. Especially the third option can mean radical different things for different people. I guess this is the reason why it pooled up so many votes. Therefore its hard to say what the outcome of the poll actually means.

    I don't think they care all that much about the poll results. They are much more interested in the feedback on the forums that the polls incite.

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