| 141 posts found | |
|---|---|
|
Talgen
Old School
Joined: 9/04/02
This is just my opinion and should be viewed as just that, an opinion |
8/31/11 5:16:01 AM#41
If they added a 'no charge if a healer rez's you' .. healers would be rich.. "I'll heal you for 50 cents .. it'll save you 50 cents" lol |
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
8/31/11 5:21:25 AM#42
Originally posted by ActionMMORPG Something like this isn't a bad idea at all. Devising arbitrary penalties for failure is a pointless (however much beloved here) exercise, but devising ways for players to compensate each other for in game actions with respective rewards is an entertaining and creative direction to go.
filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
|
8/31/11 5:25:25 AM#43
Originally posted by eycel There was an achievement for getting to level 20 in Guild Wars without dying. But that was the first in that string of titles. Then there were two more, each for meeting an insanely high benchmark of experience you had to obtain without dying. And up until recently, you had to have not died at all on the character or else you ahd to re-roll to get the title. It didn't reset like it does now.
|
|
|
8/31/11 5:51:39 AM#44
Originally posted by precious328 Lol, you think this is a kewl new idea? It's actually standard in some F2P korean grinders. Rezz orbs, allow you to revive with no xp-loss. So you either pay a dollar or see X hours worth of grinding turn to dust (X goes up with levels of course). If it was a PvP death you don't lose xp upon reviving, if a mob got the last hit then you will lose xp upon standard revive. Oh and there's no real way to check if it was a mob or a player that killed you in case of doubt. :) Their servers just have to lag some to keep the money rolling in, don't they? Buggy terrain you can get stuck in so some stupid mob can come kill you without you being able to do anything about it. Yeah, yeah, all great F2P fun. Glad I'm not playing that crap anymore. And if that's going to have to replace a sub you can bet that you're eventually going to meet Mr. Greed, and you're not going to like it one bit. Just stroll around in the F2P market for some grindheavy game and you'll see that this idea is not something that you'll come to love. Lower levels get no penalty of course, then at some point you get the penalty but advancement is still pretty fast, so not buying orbs is still an option at first but eventually...Grind for a few hours, pull mobs, crap laaaaaaaaaggggg, oh no dead. Darn! Choice to pay or not to pay, is my 3 hours I spent grinding worth a dollar? Think you'll say no and try to make up for it? Oh no, *sigh* more dollars down the drain... This mechanic has been around for a very long time, and eventually it will suck for the players because the company that hosts it gains more money by providing a somewhat poor service than by providing a good one. |
|
|
8/31/11 6:11:22 AM#45
Originally posted by ActionMMORPG This was the Fear of Death mechanic, you could either have Perfume active and be immune to it or buy it off for Myrhh that you could buy with in-game gold from Servants of the Light, or could indeed wait it out till your stats went back to normal. At level cap it was indeed almost an hour.The mechanic has been removed well over a year ago though. |
|
|
8/31/11 7:45:47 AM#46
This was incredibly unpopular. Of course, Allods might have cost more than a dollar a death though. They were kind of money grubbers. Even at a dollar a death, I don't see a whole bunch of people participating. Join the League For Gamers. |
|
|
8/31/11 8:36:22 AM#47
I'd rather have some sort of scaling system. Die four or five times in a week, you get no penalty. The next five deaths, you start getting EXP reductions. Die more than that and you start getting charged for it, starting at maybe 50 cents and going up a quarter each time. Obviously these numbers can be tweaked but it would do away with trollish, suicidal behavior in short order. I'd love to play more games where people were actually careful with their character's existence. |
|
|
8/31/11 12:58:50 PM#48
I like this idea. Perhaps give players the choice, 5$ a month and then 0.5$ per death or the standard 15$ per month. |
|
|
8/31/11 1:01:48 PM#49
If the death penalty is some sort of item loss, you see players venturing out only in cheap gear. If the death penalty is real monetary loss, what hope is there that they will venture out at all? |
|
|
8/31/11 1:06:04 PM#50
Originally posted by lizardbones
I'm thinking along the lines of 10 cents per where you can buy a pack of 20 for 2 bucks, or get them on sale every once in a while for half-price.
I have a real problem with some games cash shops. In one (no names, I don't need enemies) they had a lowbie helmet for something like 10 dollars. No way. If it were $1.50 I'd have paid for it no sweat. I don't see the reasoning behind such pricing structures. They clearly are not intended for anyone who is careful with cash. |
|
|
8/31/11 1:07:37 PM#51
$1 per ressurection sounds fair. Your own lame fault for dying. ![]() |
|
|
Ceridith
Novice Member
Joined: 11/24/09
The more you hype an upcoming game in your mind, the more it will fail to meet your expectations. |
8/31/11 1:08:24 PM#52
This would suck for a game like WoW where endgame encounters are designed with the expectation that players with die repeatedly trying to learn and gear up... Also for encounters where some players are guaranteed to die as part of the encounter design... lol death touch. |
|
8/31/11 1:11:27 PM#53
Probably the worst idea I've ever heard. If you want to quickly kill the multiplayer aspect of an MMO, incorporate this idea. It would turn the game into a single player solo game, as no one would want to take the chance on grouping. Once the solo content is exhausted....bye bye player base. |
|
|
8/31/11 1:11:44 PM#54
Originally posted by patrikd23
That got a laugh! I play healers all the time. I knew one who used to say "I'm sitting down to drink and I'm not getting up until I'm finished". People would still pull (and die). She was dead serious. |
|
|
8/31/11 1:16:44 PM#55
Originally posted by nyxium
And what happens when Mom charges back the fees you've built up on her credit card? A non-trivial problem, believe it or not. It happened quite often in the GEnie/Compuserve era (hourly rates) when Junior would wrack up hundreds of hours playing games, at six to twelve bucks per hour, and Mom would be presented with a bill in the thousands of dollars. The companies often did not get paid; there's a reason hourly sub fees disappeared. |
|
|
8/31/11 1:21:01 PM#56
Originally posted by Icewhite
Even cash shop games have that problem. Some require a faxed in contract just to buy currency depending on how it's paid for.
I side with the consumer on this one. I'd rather see the consumer protected even if it means lost revenue from virtual items. |
|
|
8/31/11 1:22:26 PM#57
Originally posted by eycel Yeah, though in LOTRO you didn't get only 1 title, but a couple of them without dying every couple of levels until level 20. Not sure exactly at which level you got the first 2 titles, but I think you got a title if you didn't die at level 5-10-14-17-20. |
|
|
8/31/11 1:24:06 PM#58
Originally posted by ActionMMORPG
Me too. The impossibility of collecting those death fees--well, just one more reason this idea is dead in the water. |
|
|
8/31/11 1:27:11 PM#59
Originally posted by Icewhite This is an excellent argument against this idea. Put another way. This idea seeks to punish the person paying for the game when the player dies. It assumes that the player is the person paying for the game. But what if the person paying for the game is not the player? I know I would never pay for a game where my bill could increase astronomically if the player kept dying. Are you team Azeroth, team Tyria, or team Jacob? |
|
|
8/31/11 1:29:33 PM#60
The result would be a game where players are afraid to take any risk at all.
Sounds cool on paper, but I think the actual execution of this would lead to a really boring game. |
|