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2/19/12 3:10:30 PM#41
So you cannot avoid being hit by dodging? ;) Either way, generally item decay is a good way to take some money out of the ingame economy. |
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2/19/12 3:11:31 PM#42
Originally posted by Herodes think about this, you can avoid being hit by walking left or right, and dodging. could be he meant games like WoW, since you really cannot avoid being hit. |
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2/19/12 3:17:02 PM#43
OK guys I am looking foward to GW2 as much as the next guy, but this armor repair isnt even different enough to even be discussing it, especially a far cry from putting it on a pedistool like some of you are doing. Other games have put a higher "durability loss" if you will on a death. This isnt new not even remotly new. Taking away gradual durability loss w/o a death is a twist. This mechanic in itself doesnt stop zerging UNLESS the cost for repairs are harsh, and I dont see that happening. Waiting for:ArcheAge |
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2/19/12 3:18:42 PM#44
Originally posted by toddze no one is claiming it will radically change anything, it is just a fair balance to it at its core, and it makes more sense. |
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Originally posted by Bunks It will keep players from mindless zerging. Once they reach 6 defeated states they will be basically become useless. Has nothing to do with how much the repairs cost. |
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2/19/12 3:28:32 PM#46
I am really liking this. This will force players to plan ahead before mindlessly rushing into quests and PvP encounters. Hurt them in the wallet, but not by an arbitrary gradient and inversely reward those who don't die. Re: SWTOR "Remember, remember - Kakk says 'December.'" |
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2/19/12 3:29:12 PM#47
i reckon they will eventually adopt the eq2 mechanic, that damages your armour when you die in PVE, but in PVP you take no armour penalties on death. |
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Methos12
Hard Core Member
Joined: 9/05/08
Its better to be quiet and perceived as stupid, than to open your mouth and remove all doubt. |
2/19/12 3:30:14 PM#48
Originally posted by Legere Why? Zerging is primarily a problem in RvR. Nature without Technology is little more than animals running about. |
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2/19/12 3:32:59 PM#49
Originally posted by Pangentor You are wrong by including RIFT in that list. In RIFT you only ever pay for repairs if you are defeated. The only way you're ending raids with a hefty repair bill in RIFT is if you're group is repeatedly wiping. The repair bill in RIFT is rather miniscule as well (10g per wipe at level 50). Each raid boss encounter typically pays between 50 gold and 1.25 plat.
I like this idea for Guild Wars 2 if the repair fees are reasonable. It doesn't discourage risk taking, especially if gold is easily farmed, but it does impose a small cost for defeat. If there is a reasonably small incovenience from respawning at a rez shrine (or whatever the GW1 to GW2 equivalent will be) then that will be just enough of a pain to encourage people to play smart without unduly penalizing mistakes and defeat. There should also be some sort of penalty for defeat in pvp. I never get why pvp should get a pass for playing stupid or cavalier. |
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2/19/12 4:40:39 PM#50
I agree that this idea is basically a variation of the many other attrition mechanics. Although it is a bit different and that may eventually so its self as something worthy of the comments such as, Its a revolutionary attrition mechanic. I like having such a mechnic in the game so that dieing acually means something. To the people that say having an attrition mechanic will hinder the creativity of groups tryng different ways of completeing an instance you are sorely mistaken. The only thing it will do is make you think about the reactions that will come from trying different and creative ways to complete content. Having an attrition mechanic will not only be a good thing it wil also increase the quality of player by making you think before you do. Who wants a bunch of mindless WoW players mucking things up when trying to get a group together to actually accomplish something. Not this guy. Hopefully this will ward off a good number of them. www.CeaselessGuild.com |
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2/19/12 5:06:44 PM#51
awwww so i cant have a Necro Bomber build for WvWvW :( sad panda
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2/19/12 5:28:43 PM#52
Originally posted by TwilightEdge Actually, after the clarification made by Martin in the forums, many people began understanding the benefits of this mechanic :P. Just want GW2. |
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2/19/12 5:30:12 PM#53
It's not very different from other "durability hit" death penalties. In fact, the only difference is that your armor does not take damage unless you die. Otherwise, it's exactly the same as WoW's death penalty...in principle at least. Personally, I hope that they make the durability hit more "severe" than it is in other games to make it actually matter. Are you team Azeroth, team Tyria, or team Jacob? |
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2/19/12 5:35:12 PM#54
Wow this is awesome news. I really like this system and it always confused me while an MMO would use a durability system in place where if you just take damage you get a durability loss I thought that was what health was for?
I always hated repairing in world of warcraft when I played. Especially as a tank during raiding it wouldn't be uncommon in this most current expansion to cost me 100-200 gold a night in repairing without wiping even. This should make repairing a lot less taxing as well as more fair on what type of player you are.
Great share OP thanks! |
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2/19/12 5:37:57 PM#55
Very forgiving. Hope its PVE only. |
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2/19/12 5:40:58 PM#56
Originally posted by Bunks +1 interwebz Nice post. Me like MMO History: |
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2/19/12 5:42:33 PM#57
Originally posted by DannyGlover Yeah. Wouldn't want this to carry over onto WvW. Losing a Keep you spent time & money kitting out and upgrading is punishment enough. |
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2/19/12 5:46:24 PM#58
Originally posted by Master10K Seems like they have to have SOME sort of attrition mechanic in WvW though... But yeah, likely no way it'll carry over to the instanced eSport PvP - so I'm thinking likely PvE only with some other mechanics for WvW? MMO History: |
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2/19/12 5:52:17 PM#59
"HOW IS THIS DIFFERENT OMG" That I have to explain this at all is kind of sad, but okay.
Your team is in a dungeon. Dungeons are hard. Your team wipes. Now you're all playing with 1 less piece of equipment, and it will be that much harder. That's how it's different.
EDIT: By the way, why is everyone under the assumption that the game must be 100% wildly different? Shall it use letters for damage values instead of numbers? "Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions." |
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2/19/12 6:01:41 PM#60
Now they just need to add...crap, I had it but I can't remember. <Waits 3 minutes.>
This isn't a bad mechanic to have for armor attrition. Now you're not forced to repair, you're forced to be less fail. I hate repair on gear in the first place but this makes sense to me. This would be cool if it worked more like a life system for an armor set as well. Say you died, your boots break. You still get the armor bonus and stat bonus from that piece but you now lost the skin from that item piece and you fall back to a piece of default gear look. If you died enought times, you'd totally lose the look of your armor. The default gear should be fine, but should look shabby. Like very plain pieces of armor. In your Inventory menu there should be a Gear Set swap button that allows you to swap to a new set that you've put together from other dungeons. |
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