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1/23/10 9:31:12 AM#81
Originally posted by demc
I read all the post here and judging form the comments I would say everyone has their own idea as to what is the best death penalty for them. I myself am hardcore. The avatar dies then game over. end of sentence. well this won't cut it from a development point so I make a penalty that is somewhere between extremes. Then I read this post again and got to thinking. You know as a game designer, why not make it so every player can just choose there own level of suffering. Let them decide on character creation. 1 - I want to be hardcore. 2 - I want to suffer experience loss and item loss 3 - I want to suffer experience loss but not equipment loss 4 - I want to suffer only res sickness 5 - I don't want to suffer anything.
Yeah that's an interesting idea. More like Diablo, etc whereas players can choose a hardcore mode and get a special statue, etc. Such an option is nice for Achievers.
However, it does not in any form the same as a global death penalty. I'm not saying this route you're choosing isn't good mind you (it is). However, when you have a global death penalty whereas you have permadeath or item loss now we incur all the benefits. Guild vs Guild PVP for instance will enjoy great realistic wars that actually end (unlike WoW's world PVP). What you might want to consider as well is having optional servers with different rulesets as well. And so forth. There's other ways to arrive at voluntary death penalties as well. For instance in EVE Online players choose their level of risk a wide variety of ways |
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1/23/10 9:42:28 AM#82
Originally posted by FikusOfAhazi
Yep agreed there is for sure not a 'one size fits all'. There should be different types of MMOs for different people. Instead of all these jack-of-all-trades MMOs I think instead I'd love to see these newer games focus on doing something really well in areas WoW is weak on (there are many, many things WoW does very crappy for a lot of people). For instance, WoW has shitty Guild vs Guild PVP. And crappy World PVP where battles never end. EVE Online trumps on both accounts flawlessly in my humble opinion |
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1/23/10 9:44:22 AM#83
Originally posted by PatchDay
Yeah that's an interesting idea. More like Diablo, etc whereas players can choose a hardcore mode and get a special statue, etc. Such an option is nice for Achievers.
However, it does not in any form the same as a global death penalty. I'm not saying this route you're choosing isn't good mind you (it is). However, when you have a global death penalty whereas you have permadeath or item loss now we incur all the benefits. Guild vs Guild PVP for instance will enjoy great realistic wars that actually end (unlike WoW's world PVP). What you might want to consider as well is having optional servers with different rulesets as well. And so forth. There's other ways to arrive at voluntary death penalties as well. For instance in EVE Online players choose their level of risk a wide variety of ways Well now that is also good idea. how about when they choose 1 to 5 they get tossed on a server with that ruleset? |
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1/23/10 9:48:57 AM#84
Originally posted by demc
Yeah that's an interesting idea. More like Diablo, etc whereas players can choose a hardcore mode and get a special statue, etc. Such an option is nice for Achievers.
However, it does not in any form the same as a global death penalty. I'm not saying this route you're choosing isn't good mind you (it is). However, when you have a global death penalty whereas you have permadeath or item loss now we incur all the benefits. Guild vs Guild PVP for instance will enjoy great realistic wars that actually end (unlike WoW's world PVP). What you might want to consider as well is having optional servers with different rulesets as well. And so forth. There's other ways to arrive at voluntary death penalties as well. For instance in EVE Online players choose their level of risk a wide variety of ways Well now that is also good idea. how about when they choose 1 to 5 they get tossed on a server with that ruleset?
Yes a lot of people would love to have this. This is a great way to split off 'flock collisions'. |
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1/23/10 2:42:08 PM#85
Originally posted by Wharg0ul
In other words, it's not permadeath, it's "clone-a-character"? If you end up with another character with the same basic set up and all the same gear, is it really permadeath? What's to stop people from saying "oops, screwed up this character, let's go do something stupid, get killed, and do a big reset with the next character!" Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, lots more |
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1/23/10 2:50:26 PM#86
Originally posted by PatchDay
But just because devs can determine the truth doesn't mean much unless devs can instantly fix the problem. Say there is a massive lag spike and 500 people on a server die because of it. How long is it going to take the customer service people to put all 500 people back where they started? Days? Weeks? What do people do in the meantime? Not only are players seriously inconvenienced, but the company has to incur extra costs fixing all these accounts for something they may or may not have any control over. Seems rather counter-productive. Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, lots more |
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1/23/10 2:50:27 PM#87
Originally posted by Cephus404
In other words, it's not permadeath, it's "clone-a-character"? If you end up with another character with the same basic set up and all the same gear, is it really permadeath? What's to stop people from saying "oops, screwed up this character, let's go do something stupid, get killed, and do a big reset with the next character!" Well, you would have to assume the design of the game would be different from what is currently available. I think if you could do that you may be able to think of ways in which it would work fine. Whether or not millions of people would play it is another thing, and irrelevant. |
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1/23/10 2:53:53 PM#88
Originally posted by FikusOfAhazi Well, you would have to assume the design of the game would be different from what is currently available. I think if you could do that you may be able to think of ways in which it would work fine. Whether or not millions of people would play it is another thing, and irrelevant. Meaning it's entirely possible that it would go down in a ball of flame and millions of dollars of development money would be flushed down the drain. That's not much of an impetus for developers to actually give it a shot, but lots of players obliviously assume development money grows on trees. Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, lots more |
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1/23/10 6:17:02 PM#89
Originally posted by Cephus404 Well, you would have to assume the design of the game would be different from what is currently available. I think if you could do that you may be able to think of ways in which it would work fine. Whether or not millions of people would play it is another thing, and irrelevant. Meaning it's entirely possible that it would go down in a ball of flame and millions of dollars of development money would be flushed down the drain. That's not much of an impetus for developers to actually give it a shot, but lots of players obliviously assume development money grows on trees. We're speaking from a theoretical standpoint in this thread, really. And...not really cloning.....but kind of taking a "snapshot" of a character along it's development. Say you take this snapshot, and then play six more months and die....that's six months of skills and development down the drain (since the "snapshot" was made) and you are going to feel that sting. But Hell, you could attend your character's funeral with your "child" character.
Edit: and, it's "entirely possible" that ANY game can go down in a "ball of flame". Considering the rate at which MMORPGs based on the established formula are crashing and burning though, I'd say that it's time to try something new. |
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1/23/10 8:18:51 PM#90
This is a good thread, and I agree death penalty is important. I think UO did aggression and death penalty the best, but maybe for the newer generations it was too harsh. If you don't know UO had a color coded system which if you attacked someone unprovoked, you turned grey or red and anyone could attack you. when you died you could also be looted of everything. Personally I loved that system. Death penalty is important to keep the game exciting. Even a minor death penalty like dropping a small amount of gold will curtail suicide runs with no risk. Otherwise it's just a suicide run over and over again. You might as well go play an fps. That's how a lot of these MMOs are turning out. Boring. WoW is a good example of what not to do, although early on, the 5 minute walk back to your body what a decent enough penalty.
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1/23/10 9:10:21 PM#91
WoW has one of the harshest death penalties around these days. You're equipment is damaged when you die and die enough times you'll need repair. This can cost a large chunk of gold if you're are a plate wearer. You have to run back to your corpse -- OR -- you can rez at the graveyard suffering a 25% damage to your equipment and a 10 minute debuff that renders you pretty much useless. I find this ironic. Well shave my back and call me an elf! -- Oghren |
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1/23/10 9:19:38 PM#92
Originally posted by uquipu I don't think you suffer durability loss in pvp though do you? |
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1/23/10 9:40:08 PM#93
You do somewhat. I don't think it's as bad as when you die during PvE. I know I still have repair bills when i just PvP. Well shave my back and call me an elf! -- Oghren |
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1/23/10 9:52:31 PM#94
I am so surprised that no one even brought up the death penalty in Conquer online/Eudemons online. Although the game is primarily about pvp the way the mechanics work is like this.
If you have a white name and you die you lose a bunch of exp, items your carrying and gold If you have a blinking blue and white name *Aka you just killed a player* If you get killed you lose much more exp, items,possible gear you are wearing, killed by any guards, and you go to jail until your "PK points" lower allowing you to leave. Although it only lasts like 20 seconds. If you are red named the same as above applies but you lose far more stuff and a greater chance to drop your worn gear If you pk a shitload you'll become black named, this allows you to be killed anywhere by anyone, instant killed by guards, lose all items and gold carried, a possible few items you are wearing, a shitload of exp, and you go to jail for a few hours. Generally when you die you get teleported back to the previous town, if you have a special in game item you can res where you died.
In my opinion that death penalty would be pretty fair and rather risky. People would think far better strategy when attacking other players and not go kill crazy as the risk to lose your almost non-replaceable gear is really high. This allows you to choose your poison and be able to get amazing gear without the risk of losing it if you don't want to. |
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1/23/10 10:08:18 PM#95
Originally posted by DeadagainBob
The only way to make death matter is to not straddle the fence. Either have a tough death penalty or dont have one. In my opinion the only death penalty that has any significance is experience loss with possibility of level loss. The only way this works is if there is enough meaningful content at every level of the game. As of right now though designers dont have either. It seems the vast majority of dev dollars ends up going to end game content that happens only after you stop leveling. I am to the point if the game has no significant death penalty why not simply make the trip to max level short(say 20 levels) then just concentrate on things people can do endlessly. As to the question of keeping it fun. There are as many different definitions of fun as there are people playing MMOs. Some people will never find a game with any significant death penalty fun. Other people will never find a game with an insginificant death penalty fun. Instead of worrying about that, identify your market and build your game to suit their needs and wants and make sure your budget stays in line with the size of your target audience. The games that crash and burn the quickest in today's market are those who try to please everyone....they end up pleasing very few people. |
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1/23/10 10:11:32 PM#96
It seems to me that almost all posters see perma-death or very harsh penalties to be firmly in the domain of a PvP centric game. I don't necessarily agree with that. A PvE game that with a death penalty like Warghoul describes (love it, was about to post it myself until I got to yours :) ), could potentially create a great community. With good risk vs. reward quests/missions, you could be as risk-averse or -affine as you want. You die, you'll be mourned by the community and your son/daughter takes your place. Maybe having received some heirloom or something. Sounds like a game I'd love to play. |
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1/23/10 10:14:13 PM#97
The Diablo games were pretty mediocre death penalties, but effective. You could lose experience and gold when you are killed, pve/pvp. |
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1/23/10 10:14:47 PM#98
Originally posted by Cephus404
Many people are playing a video game. Say it with me... video game. They are not trying to live some ridiculous vicarious life in a fantasy world. It's been pointed out to you that you can enforce any consequence on yourself that you want, if you want your actions to have consequences, go ahead. Nobody is stopping you. What you cannot do is enforce consequences on other people who don't want to have them. If you're an adrenaline junkie who only gets your jollies from an online video game, go ahead, I suppose. Just stop trying to control everyone else.
You are being a bit near sighted with your recommendation.
MMO by their very nature are games based on competition with other players. PvP gives us direct competition and PvE actions give indirect competition like leveling, gaining, completing quests, etc. The OP is asking for the game to become more challenging, which includes completing with other players that are up for the challenge. Like playing poker where there are online games for fun with no money bets and high stake games at the casino that require all players to put up $ 1,000 to get in the game. The idea that a player can enjoy the “rush” by playing with a self imposed risk that the other players don’t play under is foolish.
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