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8/18/11 9:23:03 PM#21
like the other couple posters said, ya old news. like what, all the way back from pax east old? maybe older than that.
there is no dealth penalty is basic mmo standards, so the more you die and try to use the medical probe, your armor and weapons degrade as well as a longer timer to try to insta rez. could die too many times and end up having to wait more than 5 minutes til you can insta rez again.
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8/18/11 9:23:45 PM#22
Originally posted by BarCrow rumored the new steel battalion has that kind of feature. |
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8/18/11 9:27:04 PM#23
the way it works is that it rez you at low health and you get a 12 second stealth that lets you move away from the mob so you won't aggro right away. then you need to heal back up. and everytime you use it within a certain amount of time, it takes longer to rez.
Joined: May 2010
http://www.swtor.com/community/showthread.php?p=6651415#post6651415
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http://www.swtor.com/community/showthread.php?p=6651518#post6651518
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http://www.swtor.com/community/showthread.php?p=6674340#post6674340
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http://www.swtor.com/community/showthread.php?p=6674889#post6674889
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http://www.swtor.com/community/showthread.php?p=6682273#post6682273
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http://www.swtor.com/community/showthread.php?p=6684497#post6684497
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http://www.swtor.com/community/showthread.php?p=7369385#post7369385
hope all this helps |
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8/18/11 9:27:20 PM#24
The more you use the self res the longer it takes to recharge. This has already been stated. Durability is the same death penalty as WoW, not sure what you wanted but this is a themepark which usually have pretty casual death penalties. |
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8/18/11 9:29:50 PM#25
Originally posted by Khrymson No more EQ1 toil. I do not enjoy spending my off hours at night trying a corpse run. Call me whatever if you need to, I see games as vehicles for relaxed moments after work. At this moment in life, I enjoy a game in which I can walk away anytime and come back to resume, like chess. I find it ridiculous to play a game in which I need more uninterruptible attention, or I need to spend a few hours to recover from some stupid penalty imposed on me, and worst of all, I am paying money to be punished, to be strapped to my computer chair. No thanks, life at work is stressful enough. That is why I am playing solo RPG now, I can press esc anytime and talk to people, family, friends whenever they need me to, or whenever I want to. Come to think of it, I understand why I dropped EQ1/DAoC for CoX/WoW, there are enough semi solo things to do, particularly in WoW, when I cannot afford the continuous time for a group venture. Maybe eventually Sw:ToR will fill in the void now, if they managed to make that game diversed and fun. |
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8/18/11 9:30:34 PM#26
This was spoken on already. If you use that self resurrect then a timed delay is added for the next time. That is also only one option when you die, if the time delay is in effect, you'll be doing a more normal resurrect. |
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8/18/11 9:32:17 PM#27
Originally posted by Khalathwyr While you might be sarcastic in your comments, I don't care to guess your intentions, I think there is an interesting question here. I tend to prefer a death penalty, but as you point out, if a game lacks the real sense of failure, perhaps a completely different kind of mechanic is in order. It sounds like there isn't much of a mechanic at all here to account for failure, which is unfrotunate, and makes you one ask why there is the chance of this "non-failure" failure at all. I'm sure with enough time and thought most of us could come up with a mechanic that would remove the death animation (as it sounds like that's really all this is) and replace it with a system that is tied into the game-play style more. Perhaps as you approach 0 health you are forced out of the action in some other method (incapcitated, covered in debris, etc) so that you cannot add to the fight until your health reaches X level. Or your character is forced to retreat and again removed from the action until X health is regenerated. I understand that the more you use the med droid the longer it takes to get the chance to use them again, but again that seems like adding failure into a system that doesn't really account for failure. |
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tryklon
Advanced Member
Joined: 7/17/06
"The flow of time is cruel...its speed seems different for each person, but no one can change it..." |
8/18/11 9:34:51 PM#28
It works pretty much like in Rift, you have a Soulwalk ability to ress on the same spot, but if you die again it takes some minutes to allow you to use it again. Theres no penalty but the armor takes some durability loss and you eventually have to repair it. Pretty much a normal system, dont get all this fuss |
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8/18/11 9:39:16 PM#29
Originally posted by LisXia I really thought that bore repeating! A great many people (myself included) do not require a ridiculous 'death penalty' for a game to be considered fun. In fact, it's the opposite. I don't pay to play a game for the 'honor' of spending 10 minutes running back to my corpse and hoping that my 'stuff' hasn't been eaten by the server monster. Been through that 20 years ago thankyouverymuch, and in no way do I want to go back to that game model! |
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8/18/11 9:39:18 PM#30
Originally posted by Khrymson There will be an increasing cooldown of sorts. The more you die, the longer you will have to wait to resurrect, making it more time efficient to just return to your bind point after a while. Just how steep the cooldown will be remains to be seen, however.
Personally, I hate the old school uber death penalties (major loss of EXP and potentially all of your gear as well), but I definitely feel some penalty must exist. Exploration of dangerous, potentially deadly territory or experimentation with crazy combat tactics should not be discouraged, but neither should stupid, bad play be encouraged. |
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8/18/11 9:45:05 PM#31
Originally posted by Mardukk If you are so brave, you can impose your own death penalty. If you are braver than brave, you can delete your own toon every time you die. There is no need for any penalty, you can have as much penalty as you can bear by imposing them yourself. |
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8/18/11 9:55:44 PM#32
I guess I can't really comment on it until I experience it's implementation first hand. I'm tempted to say that it's lame, that you should at LEAST have to respawn back at the cloning point. But Bioware may surprise me and pull this off in a way that doesn't take the thrill and challenge completely out of the game. |
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8/18/11 9:58:04 PM#33
One MMO did some serious polling of players, and found that the biggest death penalty effect was from the delay getting back into the action. Losses of other things were of much lower concern (though granted this wasn't a raid-til-you-get-a-rare-drop game). Their take on it was that the time spent getting back into the fight was the most serious death penalty they could impose. If you are waiting for the perfect game, the only game you play will be the waiting one. |
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8/18/11 10:03:40 PM#34
Originally posted by Wharg0ul thats how it used to be but they changed it due to tester feedback
Joined: May 2010
http://www.swtor.com/community/showthread.php?p=6674889#post6674889 so people can thank testers for it |
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8/18/11 10:08:59 PM#35
My take on death penalty is that it should be designed to encourage and help the player finish the content. Take chess. When we play with a junior, after he make a mistake, we let him take back a move or 2 and figure out a better move. We do not throw away the board and have him run around the courtyard picking up the chess pieces here and there, do 100 press ups and restart a new game. That defeats the purpose of a game. And I do not see how a lenient treatment and helpful "death" treatment fails to encourage enjoyment of the gaming session. Flogging a toddler after he falls from his first few steps will not provide additional "gaming thrill". Games are for fun. Even as an adult, and, for those of us exploring a new content a new game, we are somehow "new" to the game, just like a learner. |
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8/18/11 10:11:35 PM#36
Harsh death penalties have no place in themeparks anyways. Having lighter death penalties (or no death penalties) means they can make bosses a lot harder. Ie, for an inexperienced group, expect to die 10+ times before failing the mission. Like in Vindictus, where there's 0 death penalty, the newest boss that just got added was so hard for casual players that many people were unable to beat it even after 12+ attempts on the first day (each attempt usually takes 30 minutes to an hour). Usualy these entail 4-5+ deaths per attempt. However, after 2 weeks most people have the experience of fighting him, and even casual players could probably find a PUG that can beat it after a few failed attempts. |
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8/18/11 10:18:59 PM#37
That sound resonable if the world is that massive i would rather have it that way. and the more you die the longer the timer gets so it is a penalty if you die multiple times. But games have removed to much death penalty in games, i hated corpse running in wow also. Not from instance runs as those was short but there could be a long run in the world. At the same time i do not want to not have any penalty as that make games lame. Just like 1st person games with that god awfull inbuilt godmode comeon, for real. i dont even need to enter a code to get godmode??? >_< There is something like to much deathpenalty but there can also be to little off it. I will need to try Tor befor i can realy comment as it sounds reasonable, Anet actualy have a worse look on this and is boreding on what we see in 1st person games. Stil im gonna play gw2 and realy looking forward to it but i dont agree at all with theyr no death penalty opinion. |
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8/18/11 10:23:01 PM#38
cause a corpse run that wastes 10-15 minutes is so much more challenging |
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8/18/11 10:24:08 PM#39
Originally posted by gaou Thank you very much Gaou. That should settle the topic. P.S. Originally posted by LisXia BRAVO! I would love to see how many Death Penalty lovers would do this. |
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I recall when the emasculation of mmo's began several years ago, as convenience replaced risk, as one story goes.
I faintly recall some thorough research finding there to be a better appreciative balance between a harsh and non-existent death penalty, as we might expect in SW:TOR being non-existent. I'll have to find it. Certianly the lack of those components of death risk hasn't persuaded 60-70% of mmorpg box purchasers, over the last several years, to remain in a themepark mmorpg world within their first 3-6 months on most occasions
But in the meantime, from Wolfshead, Twelve starving men sat down at a table. Before them was placed a sumptuous banquet. Then one of the men protested: “I don’t like salt…”. So in order not to offend him the others agreed to remove the salt from the table. Then another man exclaimed: “I detest pepper…”. So in order not to anger him they all consented to remove the pepper from the table. Each remaining man rose in turn and protested yet another ingredient until there was nothing left on the table. With nothing left to eat the twelve men died of hunger.
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