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2/15/13 7:18:23 AM#161
Originally posted by wesjr That's right, and you talked to the cleric and got to know the cleric, you made friends with people and you needed to learn how to trust people. In many new games you can just zerg mobs and zerg missions without any repercussions, xp loss is a good feature. The best friends are made under harsh conditions, be it if you're sick, prison, war, natural disasters, just listen to stories of people, the harsher the condition the more you need to trust other people and bond with them, it's the same in MMO. You can no longer play with anyone if there's a death penalty in the game, you need to open up and talk to other people and find out who you can trust. |
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Vesavius
Old School
Joined: 3/08/04
Players come for the game, but they stay for the people- Most Devs have forgotten this. |
2/15/13 7:20:18 AM#162
I honestly had to check to see if this was a necroed thread from '04... |
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2/15/13 7:23:36 AM#163
"Fable 2 and 3 were much better than Fable 1!" - said no one ever Removing death penalty is taking out the thrill. How harsh the penalty should be depends on the game, e.g. introducing permanent death into an endgame-geargrind-mmo could cause a few suicides. |
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Adamantine
Elite Member
Joined: 1/07/08
War is not the ultima ratio, but the ultima irratio - Willy Brandt |
2/15/13 7:43:35 AM#164
Originally posted by Shorun Haha, when I see those "introduce permadeath" postings in this thread, I get the urge to answer "stop suppressing yourself, you know you want to demand that the player gets killed in reallife if his game character dies !" ;-) I think permadeath has its place. But if you make a game with permadeath, be aware this is a HUGE factor to make the game NOT hardcore. Having permadeath in your game means either its a special game mode of high challenge (like for Diablo 2), there are ways to prevent permadeath (like in EVE). But in general, permadeath actually means that the game is really low challenge, and low complexity, i.e. you just play until you die and then get a score and thats it. I personally prefer it if games go the other way. Have more complexity, have more depth, have more challenge than just some score.
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2/15/13 7:49:25 AM#165
If nothing happens to you when you die then who would care? Really they should have more over less so people would actually care if they die.
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2/15/13 8:01:58 AM#166
I'm sure this has been said previously, but I'd like to reiterate... Haven't they already? I mean it's a trend in most video games now a days, and mostly always has never been a big deal in PC gaming (f5 f9). I'd like to see MMOs make choices matter more. I know that's been a discussion since 2006-8ish once WoW's mechanics started to be discussed in a more critical light. Still. MMOs may as well just drop them completely. I've not felt burdened by a death since Shadowbane. a yo ho ho |
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2/15/13 8:07:06 AM#167
Originally posted by MyBoot No you should not drop levels. The death penalty i fell in love with was the one in EQOA. When u died you would lose 10% of your current lvl exp. also you would have to pay 50% of all incomming next exp back into your penalty of 10% exp. So your leveling progress is cut in half for the amount of time you have replaced that 10% experience. This would stack up to 5 times and persists trough lvling up so when you lvl up you still have the same amount of exp to pay back into your penalty. below lvl 10 you don't give a damn but above it as the game got harder to lvl in trust me you did not wan't to die at all. it was a long and fun journey to get to the max lvl any delay's are very harsh:P When i finnaly got to 50 (CAP) first thing i did was attack some big monsters that we always where afraid of and for good reason haha, those things wacked me in 3 hits orso:P the chalange then is done you are max. it did not took you 2 weeks it was a real acomplishment. and then more stuff became avaiable in the terms of exploring the world at places you did not dare to set foot in before. |
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2/15/13 8:57:58 AM#168
I always liked having a death penalty because it made me respect the world.....Also it makes risk/reward possibility much greater.....I always like having that fear of dying when I played...Once games like WoW came out where it basically just took gold then it became an afterthought....I never had any fear of dying in WoW and as a result I never had much immersion.....WoW always felt too much like "everyone gets a trophy" and that just isn't very satisfying......Now permadeath is too severe but there needs to be something in place so that you have at least some fear.
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2/15/13 9:03:58 AM#169
Originally posted by h0urg1ass
This is bullshit, if WoW was launched with player loot, it would still have the same amount of players. The WoW's success was not related to "casual masses". It was simplified MMORPG with proper animations and smooth gameplay, which tangibled the popular features and somewhat improved them. However the main and the primary reason for WoW's success was that it was a Warcraft and Blizzard brand game, and millions and million of dollars spent in marketing. Nowadays its pretty much a pop culture thing, making its features non-important altogether.
Marketing 101 people.
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/15/13 9:32:07 AM#170
Originally posted by Neherun Spot on, h0urglass. A harsh death penalty in WOW or a lack of death penalty in EVE would work against the rest of the game mechanics in either game. 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. |
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2/15/13 9:32:19 AM#171
In the end, it's Ego versus Income. Sure, the devs can make your death suck so very badly that only .1% of the player base wants to stick around for it. A 90-minute corpse run, repeated fairly often, due to deaths that are essentially random (skill plays little or no part in avoiding this death)...that should do the trick, yes? Remember the 80s titles with no "save game" function, yet plenty of essentially random ways to snuff it? Now we've got some closet masochists who will endure that, just to prove to themselves (brag to others?) how hardcore they are. The more harsh you tune your penalty, the smaller the remaining slice of players will be. We're got the midpoint of the bell curve, where most people are fairly happy with risk/reward. And you're got the other end of the Bell, where people begin to feel that sense of accomplishment is disappearing. (This effect is of course much exaggerated by traditional casual-hate rhetoric, but certainly does exist).
The supposition here is that the game developers should want to code for the left-hand tail... Clearly, that isn't to the company's best interest to limit their own audience/income, which is why it isn't getting done. Or at least not in many titles. (You can sell "hardcore" as a marketing bullet, as a few games have done. None of them very big games...) |
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2/15/13 9:41:51 AM#172
Originally posted by Shorun the problem with that is that not everyone "feels a thrill". People actually experiencing stressful situations differently. that's why there is such wide set of responses when people talk about ffa pvp servers where one group does't think it's fun and another group "gets off" on the high energy of not knowing when/where the attack will come. Even though I'm a proponent for a death penalty it has to be more than a means of fast travel and less than something that will dissuade players from not taking risks. |
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2/15/13 10:14:19 AM#173
Thats why there is diferent games for diferent people. Im a fan of perma death or full drop if you die. :) Beta tester maniac |
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2/15/13 10:22:28 AM#174
Necro'd threads are immediately locked and you get a stern warning from the MMORPG staff.
Truer words were never spoken. Yes, exactly. The WoW generation is grown up and posting here. Good for them as they are gamers, too. Lots of games available for them. Enjoy with my blessing. For the millions of gamers like me, there isn't anything to play. We want difficult puzzles to solve and adversity to overcome. We want primary gameplay to require teamwork. We are used to soloing (in single player games). The idea of an MMO that doesn't require teamwork seems odd and contradictory to us. Ours isn't a niche market; it is a market and it isn't being served. Playing: Rome Total War, Master of Orion II, Majesty 2, and Telengard. |
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2/15/13 7:05:57 PM#175
Originally posted by Icewhite If it would be that easy... The graph differs wildly based on target audience, available content, main focus and activities, complexity and difficulty of the game... The decision to focus on the mean is simple and straightforward, finding out where the mean is is not. Flame on! :) |
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Vesavius
Old School
Joined: 3/08/04
Players come for the game, but they stay for the people- Most Devs have forgotten this. |
2/16/13 11:41:34 AM#176
Originally posted by Arclan
ok thanks buddy! With me being a new comer around here that was a valuable insight... You missed the point in what I was saying I think. |
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2/18/13 2:59:04 AM#177
Originally posted by supertouchme Yes. Or put this in options. To me is enough of "penalty" corpse run as sometimes this can be pretty annyoing and far. As for "thrill" again pretty silly discussion .... I will always do anything I can to survive, even if death is imminent I will usually at least try to bring as much mobs as possible with me. Will not help even minimally having more harsh penalty. More likely will stop to play such game. |
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2/18/13 3:09:33 AM#178
I'll be honest, with how much of a joke death penalties are today in most mmorpg's they might as well be removed since they are mostly a minor annoyence if nothing else. Worse death penaltiy I have seen in a game I played was in a korean mmorpg called redmoon, at higher levels you need 3-4 billion exp to level, and you earn this at about 200k exp per kill, you can 1 shot stuff. Now say your at 3.8 billion of 4 billion exp needed to level.. You die somehow, you'll most likely drop some or most of your shit, but the real pain? you lose HALF of the current exp you have earned, so in that death you just lost 1.6 billion exp. The item loss can sometimes be alot worse than the exp too, cuz anyone can loot whatever you dropped.
Being a pessimist is a win-win pattern of thinking. If you're a pessimist (I'll admit that I am!) you're either: A. Proven right (if something bad happens) or B. Pleasantly surprised (if something good happens) Either way, you can't lose! Try it out sometime! |
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2/18/13 4:01:55 AM#179
Originally posted by Robokapp +1 Bring back death penalties, i loved Everquest 1 death penalties, made you realy appreciate living death didnt happ[en very often in that game because people would try and live. http://www.youtube.com/watch?v=3Bm_fOFyAhA |
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2/18/13 4:14:09 AM#180
Originally posted by TsaboHavoc Unfortuenlty inconviences are the key to making games fun, maybe you will see this aswell when they remove all the inconviences from games. Those who played pre WoW games know this well and even Vanila WoW player compared to new WoW players. |
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