A lot of topics seem to turn into death penalties. In the early mmos days, this was never thought out very deeply or they simply back fired as a bad idea for most.
Can everyone forget the past and offer their solution ?.......In my opinion, all mmos suck, everyone, all the way to 2017 !
Here is a few of my solutions:
First, " groups shouldn't suffer ". Time after time, you assemble a group, everyone is joking and having a good time. Everyone is doing a good job. Tanks are tanking, healers are healing, and fighters are waiting for there time to strike causing a lot of damage. Everything is going just fine, friends are being made............UNTIL SOMEONE DIES !.............. We all know it's down hill from here. Fighting breaks out, blaming takes place, leaving groups happens, Some games even have a kick feature !.......EVERYONE HATES WAITING FOR A PLAYER TO RETURN, AND THE PLAYER IS EMBARRASSED.
1) Have the individual players armor and weapons break rapidly !
All players have a separate bag just for replaceable armor and weapons. This idea has many benefits. It makes them pay for equipment during off times out of grouping, and increased the need for crafting !
2) Have a separate "injury meter".
Just like health, stamina, and mana bars, the player has "injury bar". This bar is sustaining and has to be dealt with at some point, but not during a group encounter.
- Maybe a hot key needs to be PRESSED OFTEN or fighting damage is weakened if not.
- Maybe the player simply needs to see a doctor when in town after the group and has to pay a hefty doctor bill, just hope they have good insurance
3) Group wipes - Remember Warlocks in World of Warcraft ?... They had " SoulStones ". They were to be given to the resurrection classes for instant resurrections. This was a good idea ! Make it EASY but everyone's armor is severely damaged or effects their injury bar.
Comments
I would suggest something like a purchasable resurrection stone that could be only be used out of combat to bring a character either back to life or summon the ghost to the corpse so they can loot it.
Make the cost on the stones non-trivial, but not too expensive and have tiers so that you could increase the cost versus level. For instance levels 1 - 10 would cost 1 gold each, 11- 20 5 gold each, that sort of thing. As the game ages I would revisit (increase) the costs for the upper level stones to keep up with inflation.
If there are any penalties associated with death (xp, fatigue, etc.) the stones would not mitigate it - they would only summon the person to the body or resurrect the body.
This way the group is back up and running with minimal downtime, but the person has had a monetary cost in addition to any other costs (repair bills, etc.) that may be imposed.
Anyway, just a quick thought.
MAGA
I agree with you 100%,
Naked corps runs are bad. Not only are they timely but add unneeded stress to THAT player, and piss off a group !
Sure, the player should feel some kind of cost, maybe even severe but not this..... This is when players start leaving groups, waiting for others.
This as well as losing xp but not delevelling, the Op ask for solutions when in fact there was nothing wrong with the EQ way. Yes it can become less rigid but still pretty darn risky.
And the swotr comment from the other person is pretty pathetic. This game needs nothing from that mmo.
Perhaps you need to go where your better time is spent then, I suspect many people who follow this game have no problem with it.
There is always Rift to fall back on pal lol.
I could respect your way off looking at death consequence's. After all that's what this post is about.
Everyone's views and ideas !
Whats wrong with res spells? Lose your buffs and a token xp and suffer a 5 min res sickness. Im not saying to carboncopy EQ, but of all the games Ive played that death mechanic and penalty remains the best imo.
they were making fun of me and i made new friends from it. honestly, it was that experience that hooked me.
now, will that type of experience translate to the mmo genre currently? with all the other options now vs back then? it's a justifiable concern but we shall see.
1. Do you mean the items perma break fast or just needs to be repaired? In either cases it just leads to people carrying around an insane amount of crap on them. I rather not carry 5 swords and 5 sets of armors.
While most swords since the vikings just weight 1.2kilos they are bulky, want to have a sword caddie with you? Not to mention that a chainmail is another 10kg, helmet 2-3kg and then you have bracers, gauntlets, boots and leggings. so 5 extra chain armors would be 75kg minimum + the one on you.
That is just the realism though (even if each player would need a cart to be realistic), it isn't very fun either. I am all for skipping realism for fun but here is isn't the case.
Besides, actually making a chainmail useless takes a lot of punishment, preferably by an axe. Making any armor with some damage slightly less protective is fine and even realistic, rewarding players that dodges, parry or otherwise avoiding damage while punishing punching bags. You can do that the second it takes any damage.
2. I rather have critical wounds you need to go to a temple or hospital to heal. Like a broken arm, destroyed eye and similar nasty stuff. But you need to balance things so you don't overdo it, a regular dungeon shouldn't lead to more then 3-5 of those unless you really mess up and a good player should be able to avoid it or at least avoid most of it.
3. Better then the other 2 as long as you get serious penalties for instant rezzes, and I rather have more then just damaged gear for that type of rezz, loss of XP or gold as well.
That players stagger out of dungeons half dead has an appeal, it worked pretty well in Guildwars for instance but the penalty really should stick until the players leave the dungeon or get to a temple. Just changing clothes don't cut it unless you have a severe view on carrying capacity and go realistic.
I think ideas to do with decay and/or breaking of items is a good track. Especially if it would allow full time crafting as an option in the game. Building new supplies of things the adventurers need for adventuring!
My examples are only used as examples......My main point is to grab some of the solo players.
Many solo players play solo because of the risk of being embarrassed.... And corps runs are embarrassing.......Long waits causes arguments too.
I'm all for harsh, just not corps runs where the groups pay the price !!
New players:
Wont play with a system like old eq , corpse runs , losing gear , exp ....none of that will work for them.
Old players
how old are we? , we arent in college anymore.
corpse runs is a no-no , losing exp ugh that can be dangerous too ....we all make mistakes , have a bad day , lag , DC , or w/e ....and isnt only pugs , a full guild group can be as bad if not worse ....
i just want to have fun , w/o feeling like im in 1999 when i die , or wasting my 2h night of play time recoviring a corpse or getting the exp lost back ....that will put me off the game
Oh well perhaps this isn't the game for you because I suspect most of the followers disagree.
Pantheon is being made for a niche player base who want that old EQ feel and mechanics. Yes they can be improved but thats what most want.
Yes the game is welcoming new players but it's welcoming them to try out this type of mmo which goes back to the roots of what mmo's were.
The devs are not going to sacrifice that to appease the fickle new mmo player who want more of the same mmo tripe we have been serve up for years.
Logic, my dear, merely enables one to be wrong with great authority.
Get rid of the term death altogether,players never die,so just stop .
Instead called it a KO'd or downed player.Then you go from there deciding how that could mimic a realistic scenario.
Forget pvp because that is not something i want to even talk about in a rpg.In a realistic scenario,if you followed a group of players into a dark deep dungeon and say 3 of those players were KO'd,you would expect the remaining 3 would have a tough time of it.
So in that respect ,your party would ALL suffer as expected.So what should happen when a player falls unconscious?I say you would be injured depending on a few ideas,either use RNG or some specific sub program to determine what type of injury.The result would be loss of agility,loss of dexterity,loss of hp max,loss of carrying capacity,loss or movement speed etc etc.The length of time should show diminishing results,so perhaps 2-3 mins at 50%,another 2-3 at 75% then back to full health.
As to xp loss,i fully believe it is a plausible,realistic way to mimic a true scenario upon being KO'd.
If you have 2 players both playing the exact same way,same quests,same killing,same xp all the way.Ok one dies 20x and the other never,so how could anyone possibly equate the two players as being the same because they are NOT.That is how XP mimics realism,it sets the less experienced player back to where he belongs.You should NEVER reward players for being bad or even being too risky if all they are doing is dying.
Never forget 3 mile Island and never trust a government official or company spokesman.