| 208 posts found | |
|---|---|
|
2/13/13 6:06:38 PM#121
Some people's arguments about death penalty are really really weird... 1) "Death penalty gives us more adrenaline". Why? losing %25 XP, %25 gear durability or %25 stats for a duration is not THAT important feature. The fight gives you adrenaline and excitement, not the penalty at the end of the battle. Do you want proof? Many Multiplayer FPS, TPS and similar combat games have no "death penalty" but you still get excitement playing them. Quake 3, TF2, Jedi Outcast, DOTA, Battlefield 3 are some of the examples. Death's itself is a penalty, you lose frag, you lose time, you lose points... You don't also need to have extra penalty after death. 2) "New games have no death penalty." Actually they do. Games like WoW were using a gear durability loss after death. So if you die a few times before repairing your gear (for example during a dungeon instance), your items will broke and you will not use them in that battle. Most of the game have a time loss penalty due to death. If you are not playing instaspawn games like Unreal Tournament, Quake 3, Modern Warfare etc, you will have to wait from seconds up to a minute (TF2, DOTA, WoW, Counter-Strike, Awesomenauts...) before returning to the battle. You will wait respawn time, and run back to the combat zone. Waiting time is a death penalty. Another death penalty is, your team friends will be alone during that duration, this will give disadvantage to your team. 3) "NO!!!" Why not? As in the Loktofeit's chicken argument, it can change from game to game. Yes, death in EVE gives you a heavy penalty, but this penalty is very suitable inside the gameplay. Game's itself built according to that death system. But think about WoW, Quake Live or similar games. What if your game was blocked 15 minutes and you were not allowed to played the game each time you die. Think about this, In some MMOs, chickens really enhance the environment. In others, the chickens are out of place. In some MMOs, the chickens are just plain annoying. So you need to plan the death penalty according your game's own gameplay and rules. |
|
|
Zorgo
Elite Member
Joined: 12/05/05
Who did wrong? The advertiser hired to sell the game or the consumer who put faith in advertising? |
2/13/13 6:35:48 PM#122
Originally posted by VengeSunsoar .....ok, you are still misunderstanding me. I don't think a game needs a death penalty. I can imagine scenarios where there is in fact no death penalty. But if that is the case, I believe the game needs to have an incentive to stay alive/beat the content/survive the encounter. These incentives could be any number of mechanics. The trend I see which I do not like: no death penalty + bosses/encounters do not reset This means that there is a sure fire way of winning; and that is zerg, die, repeat until the boss is dead. There may be a tactical, coordinated way of killing the boss, but it isn't what people are doing. Therefore, the 'intended' way of bringing a boss down is not incentivized and a zerg mechanic becomes the 'prefered' method. If the devs actually intended the main way of taking down a boss was through multiple deaths and a non-re-setting boss; well, they have a different idea of what makes something a 'game' than I do. In addition, now WoW is adding a death 'buff'. To me, that not only has crossed the line, it has removed all incentive to take down the boss 'as intended'. Now the intent is not to 'win the encounter' it is to 'push through the content'. Blah! Don't argue symantics to me about my use of the word 'game'. I'm using it metaphorically, philosophically, subjectively as I see it. I'm not here to parse the literal definition. I was stressing a philosophical point.
I think a game should be designed in such a way that when you have an encounter, there is a tactical coordinated way of winning it requiring individual skills to mesh together just right in order to reach the objective. I believe this is a pretty standard definition of 'team sports', i.e. the purpose of the 'game'. Therefore, I believe that above philosophy should be reinforced and incentivized. Too long have devs relied on the 'death penalty' to provide that incentive. For some, it works. but, I like to think out of the box..... does it have to be a 'death penalty' or would people who beg for punative death penalties actually find themselves happy, just as long as they have 'incentive to win'. So, you see, I agree. We do not need death penalties. We need incentives to take down the boss in a strategic, coordinated, tactical way without resorting to death, rinse, repeat.
|
|
2/13/13 6:47:39 PM#123
This should be optional, allow a feature to turn it on or off when you first create your character. It can even be a path your character can pick or allow some form of achievement maybe a title!
|
|
|
2/13/13 7:30:21 PM#124
Originally posted by Zorgo What game are you talking about. MOST games i have played (WOW, DCUO, STO, ...), the boss reset if you wipe. So you cannot zerg. Heck, even in a non-MMO like D3, bosses reset (not elite/champion .. but bosses).
|
|
|
2/13/13 7:33:33 PM#125
Originally posted by MindTrigger So what? Do we have only two choices? 1- Either put very harsh very brutal very unforgiving death penalties 2- or entirely remove dieing and make the player immortal? If people play more death forgiving games will it make the game automatically ultra-mega casual / easy god mode game? So you neglect games like Quake, Starcraft or Unreal Tournament? |
|
|
2/13/13 7:38:54 PM#126
No, there is no risk vs reward in todays games.......and that part of the lack luster I believe we have in todays MMO's
|
|
|
Zorgo
Elite Member
Joined: 12/05/05
Who did wrong? The advertiser hired to sell the game or the consumer who put faith in advertising? |
2/13/13 7:39:29 PM#127
Originally posted by nariusseldon GW2 |
|
2/13/13 7:43:21 PM#128
Death Penalty like original EQ. Die and go find your corpse. No map and no sure fire way to get to it. Die on the way and you are a retard.
|
|
|
2/13/13 7:43:52 PM#129
Originally posted by Zorgo So how is ONE game make a trend? |
|
|
2/13/13 7:46:16 PM#130
i suggest people read about the psychology of mmos and why most people play them. they afford you the opportunity to live out a fantasy and death penalties enhance your experience in the fantasy world.
|
|
|
Zorgo
Elite Member
Joined: 12/05/05
Who did wrong? The advertiser hired to sell the game or the consumer who put faith in advertising? |
2/13/13 7:55:46 PM#131
Originally posted by nariusseldon GW2 - y'know, the 'wave' of the future..... + WoW's 'death buff' = a trend. Let's not, get bogged down in that though; My only point has been this: I believe a game is most fun when encounters take skill, coordination, tactics and strategy to 'prevail'. I believe, if a game is designed well, all of the incentive and reward will be placed on that philosophy. The nature of that incentive has been 'a death penalty' in various degrees for years in mmo's. The one's with light death penalties often don't give me the incentive to be careful when reaching an encounter, because, there are no consequences if I go Leeroy Jenkins. I believe there can be other incentives other than a death penalty. I'm just saying that I need a mechanic that incentivizes 'doing it right' rather than 'doing it over'. Like it or not, Pavlov and B.F. Skinner agree with me. Incentive for reward produces the desired behavior. |
|
2/13/13 8:41:56 PM#132
Originally posted by Quirhid Taking on engagements with little to no risk is personal preference and doesn't effect everyone. Boring to me, but some just don't have the cojones to make it interesting. But many like a challenge of taking on mobs lvls higher than them, or groups of them. I do it all the time. Especially when you know if you fail, you FAIL via xp loss, or some other form of death penalty beyond a respawn as a ghost and safely retrieve your gear with a tiny inconvenience of maybe the travel back to where you were. Which in most cases isn't an issue either with all the various forms of instant travel, flying mounts, etc. Taking away death penalty with some sting ruins it for EVERYONE. It's a double edged sword.
Could just as easily say being able to go through the game to cap with little to no fear of death is a cheap thrill too. Depends on your outlook and playstyle. |
|
|
2/13/13 10:15:55 PM#133
Originally posted by Nibs Having permadeath in an MMO is insanely fun. |
|
|
2/14/13 10:07:36 AM#134
No the death penalty should not be removed. I like the old UO system and EQ1 where if you died you had to run to get your equipment back. In UO you had to hope that the players or monsters that killed you don't loot your corpse. i find death penalties in MMO's to be lacking and I wish they was tougher on the players. I can't wait for CCP to release WoD mmo with perma death as a mechanic. If I die in a game I want harsh penalties, I dont want some mechanic to hold my hand, as you will never learn how to play the game. I also want to see MMO's go back to breaking equipment so you players have to carry spare weapons and armour with them when on long dungeon crawls. MMO's have become way to easy of late and the masses now expect everything to fed to them because they demand it. WoW has destroyed the market with its carebear handling of its players. |
|
|
2/14/13 10:20:15 AM#135
Originally posted by Murdus To you. Fun is not the same for everyone. That is why it should be an option. BTW, did you play D3? It has perma death. |
|
|
2/14/13 11:30:13 AM#136
TsaboHavoc, omg that is so true. ROFL. Haven't laughed that hard in a while. Brilliantly spoken and dead-on. Olgard I totally agree with you too! What game is your pic from? Looks cool. Playing: Rome Total War, Master of Orion II, Majesty 2, and Telengard. |
|
|
2/14/13 12:08:06 PM#137
Originally posted by TsaboHavoc How is that even a story? There is no lore context. Essentially, he died and was screwed by the game, and someone helps. How is that different than we wipe 20 times, and some kind godly tank arrives, and help us to kill the boss? I was there .. i remember the spectres (you kite them around for single kills .. because they gave the best xp). Very boring grinding mob game with frustrating like ... oh i lose xp, now i have to kite some more spectres? I am glad those days are over. |
|
|
2/14/13 12:13:30 PM#138
Permadeath is not fun, but there should always be a penalty for rushing in blindly into a fight and getting killed. Experience loss was one of the best things about EQ1 because it actually matters where you went and how you went about things. Nowadays a death costs you 10 seconds to time. The entire thought process is gone from staying alive because there isn't a real penalty.
Currently Playing: Path of Exile, Everquest |
|
|
2/14/13 12:36:29 PM#139
Originally posted by Aeonblades The many players who play D3 hard core would disagree. Personally it is not fun for me, so i don't play hard core mode. But obviously there are those who find it fun. |
|
|
2/14/13 12:37:13 PM#140
Originally posted by dave6660 /thread again "In the immediate future, we have this one, and then we’ve got another one that is actually going to be – so we’re going to have, what we want to do, is in January, what we’re targeting to do, this may or may not happen, so you can’t hold me to it. But what we’re targeting to do, is have a fun anniversary to the Ilum shenanigans that happened. An alien race might invade, and they might crash into Ilum and there might be some new activities that happen on the planet." ~Gabe Amatangelo |
|