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I am amazed I can't find this in the official FAQ as a header topic and search results both here and there have shown nothing.
Full looting in PvP is significant enough, is there anything else? And what about PvE death? I expect PvE death to offer a harsh penalty as well.
Comments
Mobs will loot you.
Here you have a great QA from a community manager helping newbies into DF community.
http://forums.darkfallonline.com/showthread.php?t=53585
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The Sceptics, yes they're special but we've need them to.. I guess.
And if they're put more effort MMORPG.com can create a 'Team Sceptic'
and send them to the Special Olympus.
There is no real difference between PvP and PvE death in DF. You choose to do whatever you want. You dont need to PvP or PvE if you dont want to.
So anything you will try to do is for your own/clan/city/empire. That means if you are trying to siege a city and dies...the penalty is that you will fail to take the city. And full loot : )
You need to put the old level based days behind you. No more raiding and "just space enough for 24 epics". DF is about freedom. Create a kingdom with hundreds of guildies or be the lone assasin working for the highest bidder. It's your choice...
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And when we got more women on the team, it was like No, no, no. We need puppies and horses in there.
John Smedley, SOE
Im going to take a guess that if you die in PvE, you need to make a corpse run.
If you die in PvP, dont bother making a corpse run - all your sewing kits are belong to us.
Well in a open PvP system you don't have a choice about participating in PvP since people can attack you anywhere anytime and that's fine with me, I prefer it that way. However I am not crazy about a veteran player with maxed skills being able to gank a newbie with a couple days playtime who obviously has not had sufficient chance to raise their skills to a point where they could defend themselves effectively. I would rather see the system amended to include levels which simply serve as a benchmark to compare relative strength and limit PvPing to a level range for fairness.
I also hope that the skill system has an opportunity cost so that no one can learn every skill eventually. That just leads to cookie cutter characters like in AC. With levels as a benchmark only, you can award skill points per level to be used to learn a new skill, then you still would have to use the skill in order to max it out. By having more skills to choose from, than lifetime skill learning points available, players then need to pick which skills they personally want and that way not every character will be the same.
If as somone mentioned, NPC mobs loot players in PvE death, then that would be a significant enough penalty. PvE death needs to sting as well as PvP death.
In PvE if you die you lose exp and the mobs will loot your stuff and may run away with it, so you have to run back to your corpse and hunt the monster who has your stuff.
In PvP if you die, the player can loot your items, some are asking on the official forum for a perma-death feature, so im not sure about that.
Well in a open PvP system you don't have a choice about participating in PvP since people can attack you anywhere anytime and that's fine with me, I prefer it that way. However I am not crazy about a veteran player with maxed skills being able to gank a newbie with a couple days playtime who obviously has not had sufficient chance to raise their skills to a point where they could defend themselves effectively. I would rather see the system amended to include levels which simply serve as a benchmark to compare relative strength and limit PvPing to a level range for fairness.
I also hope that the skill system has an opportunity cost so that no one can learn every skill eventually. That just leads to cookie cutter characters like in AC. With levels as a benchmark only, you can award skill points per level to be used to learn a new skill, then you still would have to use the skill in order to max it out. By having more skills to choose from, than lifetime skill learning points available, players then need to pick which skills they personally want and that way not every character will be the same.
If as somone mentioned, NPC mobs loot players in PvE death, then that would be a significant enough penalty. PvE death needs to sting as well as PvP death.
You aren't understanding the skill based aspects of this game , people can have every skill but there is a skill point cap. So just you try to get 1 point in every skill may be nice but wont get you far. As for it being open PvP well lets just say faction and watch the loons get repeatedly killed by guards in the starter areas repeatedly as they try to approach you. vast world so yes you dont have a choice but i guess some people wont be traveling for 2 hrs to kill you for a faction hit and the stick you hav in youre left hand.
A lot of people will more likely hunt with the loot dropped by the last humanoid they killed, so unless the gankers have their own city then they will be dead meat. Also you then have a cjhoice to visit them and die or just apply a bit of common sense while you skill up.
So to summarise there is a skill point cap with least used skills degrading or they will degrade onece you exceed the cap if you dont use them but thats the limmitation. I also believe that a number of skills are interdependant so to get some of them you may have to work skills you dont really want, which can potentially take quite a while to get where you want to.
The fairness is youre intelligence if you dont have any you will probably die...
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Sorcery must persist, the future is the Citadel