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EverQuest Next

EverQuest Next 

General Discussion  » Dreaded Death Debate

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78 posts found
  Vocadi

Apprentice Member

Joined: 3/21/04
Posts: 194

5/09/13 7:37:02 AM#21

Its been a very long time since EQ had the harsh death penalties of older days. And for good reason. Do people remember how long it could take to retrieve your corpse? Recall if you will, dying in some god awful locale right before you head to bed for the night. So rather than lose all your hard earned gear, you sacrifice a good nights sleep so that you can spend hours retrieving your corpse. Particularly if there were no Necros/Clerics available or willing to help.

Add to the stress of running back to your corpse naked and vulnerable all the while knowing that  you have to get up at 5am so that you can work for 8 hours in order to support your EQ subscription. Yeah good times good times....

I agree a penalty should be imposed but not by the old school standards. Times have changed, people have changed. No ones got time for this!

 

  hMJem

Apprentice Member

Joined: 3/19/13
Posts: 468

5/09/13 7:41:07 AM#22

It isnt a debate on what is the right and wrong method. Its that Smedley or whoever from SOE admitted pretty much their future of the company is dependant on EQN being successful. So no, they cant target a niche of 20,000 and piss off a niche of 7,000,000 MMO players. You know when our parents would tell us about "the good old days?" you guys are in that phase with EQ1.. It's either move on or live in those times.. A lot of the times you cant bring the past forward, in life and in gaming, and a lot of the time that is a good thing if you can get over that. You can't move forward if you keep looking back.

 

In theory lets say they make EQN exactly like EQ1, but a modern UI, better graphics, new zones, etc. The game doesnt sell well, sorry. Not enough to "save their business" They need the casual common MMO fan, not just the EQ players. If they lose 1 diehard Everquest fanboy of 10+ years for 2 casual MMO fans, they'll take that trade everytime.

 

To the guy who quoted my post earlier: I have NO problems with fast travel (Example: Waypoints in WoW, Skyrim) being in Everquest. I have no problem with ground mounts either. You're telling me there was no exploration to Skyrim? I fully appreciated Skyrim's landscape and still loved the fast travel, I'm not trying to run place to place everytime or beg for a summon or bribe with in game currency for a summon/teleport.

  SavageHorizon

Apprentice Member

Joined: 1/14/13
Posts: 1551

5/09/13 7:43:50 AM#23
Originally posted by H3deon
Originally posted by Storm_Cloud
Originally posted by SavageHorizon
Originally posted by Storm_Cloud
Originally posted by Storm_Cloud
Originally posted by SavageHorizon
Smed has already said there might be servers that are more akin to classic EQ rules, you won't have to play on that server.
 

 It was at the 2010 fanfare that Smed said their might be a possibility, i don't think them remaking the concept of EQN would actually effect that comment.

http://www.giantbomb.com/everquest-next-working-title/3030-32284/

 

Thanks! :)

3 years ago. I hope they are still sticking to that comment. I however hope they changed their opinion on less classes though. It's EQ, which means you have a large variety of classes to choose from.  Please don't change this. :)

well considering they have said they have scrapped 2 versions of EQN gameplay already, Id think of 2010 as being abit too old to stick any hopes to, unless it have been repeated within the past year....their first comment at fanfaire were they were looking more toward EQ1 than EQ2, to try create some buzz about the game, now their claim is it will be nothing like either EQ1 or 2.

also why I think EQN should have its own forum, instead of putting it in the EQ1 section, atleast EQN now have alittle bit of, hype speeches, from within the past year, where they promise it will be nothing like EQ/EQ2....though when you know SOE hype, it doesnt have to be as radical, tend to blow up small things as world changing.

Scrapping the game and remaking doesn't effect whether there will be hardcore servers imo, that has no effect on how the game is made. Smed knows that many old EQ vets will want that, that would not of changed with them redoing the game at all.

So three years old or one year old it really is makes no difference.

Come the next fanfare when everything will be revealed i think EQN will get it's own forum but to be honest i think this works well. Many of us are EQ vets so it would make sense to keep it here until more info has been made available to us.

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  sanshi44

Hard Core Member

Joined: 6/12/09
Posts: 1040

5/09/13 7:46:13 AM#24
Originally posted by Vonatar
Originally posted by asdar

I think EQ had a harshness to it that fostered teamwork and socialization in the general population, that's lacking in WoW.

The problem is it seems 95% of MMO players do not like teamwork or socialisation, so more and more games are catering to the "solo MMO crowd". I have been playing pre-CU/NGE SWG lately on one of the emulators and you would expect an old classic like that to be full of the same people who loved it back in 2003-4. People who wanted to group up to hunt rancors and hang out in the cantina chatting.

Sadly it's full of achievement hungry power gamers who want to farm 24/7 by themselves. Times have changed.

94% of MMO players have never played a teamwork or socialisation MMO so they never know if they dont like it or not because they never tried one before because all they know of is WoW and its clones.

  SavageHorizon

Apprentice Member

Joined: 1/14/13
Posts: 1551

5/09/13 7:46:23 AM#25
Originally posted by hMJem

It isnt a debate on what is the right and wrong method. Its that Smedley or whoever from SOE admitted pretty much their future of the company is dependant on EQN being successful. So no, they cant target a niche of 20,000 and piss off a niche of 7,000,000 MMO players. You know when our parents would tell us about "the good old days?" you guys are in that phase with EQ1.. It's either move on or live in those times.. A lot of the times you cant bring the past forward, in life and in gaming, and a lot of the time that is a good thing if you can get over that. You can't move forward if you keep looking back.

 

In theory lets say they make EQN exactly like EQ1, but a modern UI, better graphics, new zones, etc. The game doesnt sell well, sorry. Not enough to "save their business" They need the casual common MMO fan, not just the EQ players. If they lose 1 diehard Everquest fanboy of 10+ years for 2 casual MMO fans, they'll take that trade everytime.

Having servers with different rule sets wouldn't piss off anyone, you chose to play on that server or you don't. If you think EQN is going to be casual i think you underestimate Smed.

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  asdar

Novice Member

Joined: 11/07/05
Posts: 590

 
OP  5/09/13 11:17:06 AM#26


Originally posted by hMJem
It isnt a debate on what is the right and wrong method. Its that Smedley or whoever from SOE admitted pretty much their future of the company is dependant on EQN being successful. So no, they cant target a niche of 20,000 and piss off a niche of 7,000,000 MMO players. You know when our parents would tell us about "the good old days?" you guys are in that phase with EQ1.. It's either move on or live in those times.. A lot of the times you cant bring the past forward, in life and in gaming, and a lot of the time that is a good thing if you can get over that. You can't move forward if you keep looking back.

 

In theory lets say they make EQN exactly like EQ1, but a modern UI, better graphics, new zones, etc. The game doesnt sell well, sorry. Not enough to "save their business" They need the casual common MMO fan, not just the EQ players. If they lose 1 diehard Everquest fanboy of 10+ years for 2 casual MMO fans, they'll take that trade everytime.

 

To the guy who quoted my post earlier: I have NO problems with fast travel (Example: Waypoints in WoW, Skyrim) being in Everquest. I have no problem with ground mounts either. You're telling me there was no exploration to Skyrim? I fully appreciated Skyrim's landscape and still loved the fast travel, I'm not trying to run place to place everytime or beg for a summon or bribe with in game currency for a summon/teleport.


Maybe they will do a sandbox WoW, which is what you seem to be saying is what you want, but I hope they keep EQ's feel of harshness.

WoW wasn't a huge change from EQ, same basic classes, same progression type even same style of endgame. I don't like WoW because I find it really boring right up until high level. If they upgraded EQ to modern UI and graphics, and all that goes with that and new geography and zones but kept that harshness with added sandbox features I do think it would sell. There are more harsh games out there now than there have been in a long while. I think it might be the right time to have a game where death wasn't just a few minutes to run to the grave and re-start the instance.

All that said, I'm not a huge fan of corpse runs either, I think there's a better way to deal with that and still keep death a real threat.

Asdar

  Wakygreek

Spotlight Poster

Joined: 4/30/08
Posts: 1244

Reason is a necessity

5/09/13 11:57:16 AM#27
Originally posted by asdar

I really like EQ's harsh death penalty. To me it came in two parts negative and two recovery parts:

1. loss of XP was huge at High levels, to me that's as it should be.
1a. rez stick - 90% recovery, or just high level healer rez
2. loss of gear unless you can recover it
2a. coffin out corpse, which seemed expensive, but got your gear back.

Maybe it was because I was a cleric. It sure got me into some hairy messes, I still have some nightmares after my first open Fear Raid.

1) i agree, as long as there is no hell levels and you don't have to take off gear. So the stats on gear should go down but it should not force you to remove it.

2) rez stick brought back 95% of experience lost, unless you used the clerics final rez spell which brought back 99% of exp lost.

3) Loss of gear I think should not be brought back, as I said in one it should allow you to keep your gear but reduce your stats from gear due to level loss etc.

4) Do not allow items for corpse recovery, I want EQnext to bring back the Druid/Wizard/Necromancer class dependency which I feel added to the community as a whole. You could not travel quickly without a Druid or Wizard from zone to zone. Also the need to get SOW for fast moving I think was awesome and it really brought the community together because higher level players would sometimes come to lower level areas to help out noobs etc or charge a price for buffs etc.

I think the problem with current MMO's is that they try to create so much convenience for everyone without understanding that it takes away from the overall game by decreasing the amount of community interaction.

  cybertrucker

Spotlight Poster

Joined: 1/08/07
Posts: 1126

Freeloading mooches are the scourge of the gaming community.

5/10/13 12:09:17 AM#28

Real easy fix. And keep death harsh.

if you die you lose XP. You then respawn. Naked. You then are given an option of full respawn. Meaning your given your gear but the XP is lost permanantly. I would even say you can choose to do a full respawn later. The option is available on your character sheet untill you get a Rez, get your corpse or give up.

also I would say if you do decide to take the full gear respawn, not only do you take the full xp hit but also gain 50%xp debt for like an hour. Don't increase the percentage. Increase the time  the debt lasts for each time you earn more. And if you log off it does not just go away. You only decrease it while playing.

  Storm_Cloud

Hard Core Member

Joined: 2/10/13
Posts: 295

5/10/13 4:29:56 AM#29
Originally posted by cybertrucker

Real easy fix. And keep death harsh.

if you die you lose XP. You then respawn. Naked. You then are given an option of full respawn. Meaning your given your gear but the XP is lost permanantly. I would even say you can choose to do a full respawn later. The option is available on your character sheet untill you get a Rez, get your corpse or give up.

also I would say if you do decide to take the full gear respawn, not only do you take the full xp hit but also gain 50%xp debt for like an hour. Don't increase the percentage. Increase the time  the debt lasts for each time you earn more. And if you log off it does not just go away. You only decrease it while playing.

Excellent idea!!!

If there was a vote, I'd vote for this. Then everyone gets what they want, but now, sadly, ppl will cry that they lose xp because they take the easy way "hand held way" out.

Hopefully, SOE reads this and take it into consideration, atleast for the "hardcore EQ1 ruleset" servers.

 

  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

5/10/13 4:38:09 AM#30
Originally posted by Punk999
Corpse runs again!!

Please, god, no more 3am phone calls.

Oh, right, mmos just aren't that social. Whew.

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  Neanderthal

Advanced Member

Joined: 2/14/05
Posts: 1613

5/10/13 10:29:50 AM#31

Ok, I don't expect anyone to agree with this but if they actually do want to make a sandbox game instead of just another rehash of the standard linear themepark, there needs to be some mechanism for removing equipment from the economy.  It prevents mudflation and makes a sandbox economy possible.

The simplest way to do it would be to incorporate item loss as part of the death penalty.  When you die you lose one or more equipped items.  One for sure but maybe in certain areas there would be a risk of losing more than one.  I never liked item decay because it seems like you are being punished even if you haven't made any mistakes so making item loss a part of the death penalty makes more sense to me.

Of course now I know that people are going to post after me expounding on how awful it would be to lose equipment and so on.  But look, if they really do want to do something different with EQ next they have to actually....you know...do things differently.  If they just follow the standard blueprint for MMO games all they are going to come up with is yet another rehash of the same-ol'-thing.  If items can never be lost you inevitably end up with mudflation and a gear grind of ever increasingly powerful equipment.  And whether people want to hear this or not, ever increasing power, whether from equipment or levels, pushes you right back into that linear themepark model.

Of course I'm still not convinced that Smedly was serious about the "sandbox" thing.  I still suspect that he's just using that as a buzzword to build hype. 

  asdar

Novice Member

Joined: 11/07/05
Posts: 590

 
OP  5/10/13 10:50:22 AM#32


Originally posted by Neanderthal
Ok, I don't expect anyone to agree with this but if they actually do want to make a sandbox game instead of just another rehash of the standard linear themepark, there needs to be some mechanism for removing equipment from the economy.  It prevents mudflation and makes a sandbox economy possible.

The simplest way to do it would be to incorporate item loss as part of the death penalty.  When you die you lose one or more equipped items.  One for sure but maybe in certain areas there would be a risk of losing more than one.  I never liked item decay because it seems like you are being punished even if you haven't made any mistakes so making item loss a part of the death penalty makes more sense to me.

Of course now I know that people are going to post after me expounding on how awful it would be to lose equipment and so on.  But look, if they really do want to do something different with EQ next they have to actually....you know...do things differently.  If they just follow the standard blueprint for MMO games all they are going to come up with is yet another rehash of the same-ol'-thing.  If items can never be lost you inevitably end up with mudflation and a gear grind of ever increasingly powerful equipment.  And whether people want to hear this or not, ever increasing power, whether from equipment or levels, pushes you right back into that linear themepark model.

Of course I'm still not convinced that Smedly was serious about the "sandbox" thing.  I still suspect that he's just using that as a buzzword to build hype. 



I couldn't agree with you more. One of the advantages of PvP with full loot is the natural drain on gear that makes crafting a vital part of the world. I'm not for PvP totally, but it does add that to the game.

I like the idea of losing gear and I even more like it being a part of the death penalty, but I'm not sure in what form. It seems harsh to just lose random gear. I'd hate to have one great piece of armor with a bunch of crap in every other slot and have my great piece get taken.

I guess my biggest question is what EQ will be, EQ modernized with sandbox elements, a new sandbox game with the same races as EQ or something else altogether.

Asdar

  H3deon

Novice Member

Joined: 5/05/13
Posts: 37

5/10/13 4:15:58 PM#33
Originally posted by SavageHorizon
Originally posted by H3deon
Originally posted by Storm_Cloud
Originally posted by SavageHorizon
Originally posted by Storm_Cloud
Originally posted by Storm_Cloud
Originally posted by SavageHorizon
Smed has already said there might be servers that are more akin to classic EQ rules, you won't have to play on that server.
 

http://www.giantbomb.com/everquest-next-working-title/3030-32284/

 

well considering they have said they have scrapped 2 versions of EQN gameplay already, Id think of 2010 as being abit too old to stick any hopes to, unless it have been repeated within the past year....their first comment at fanfaire were they were looking more toward EQ1 than EQ2, to try create some buzz about the game, now their claim is it will be nothing like either EQ1 or 2.

also why I think EQN should have its own forum, instead of putting it in the EQ1 section, atleast EQN now have alittle bit of, hype speeches, from within the past year, where they promise it will be nothing like EQ/EQ2....though when you know SOE hype, it doesnt have to be as radical, tend to blow up small things as world changing.

Scrapping the game and remaking doesn't effect whether there will be hardcore servers imo, that has no effect on how the game is made. Smed knows that many old EQ vets will want that, that would not of changed with them redoing the game at all.

So three years old or one year old it really is makes no difference.

Come the next fanfare when everything will be revealed i think EQN will get it's own forum but to be honest i think this works well. Many of us are EQ vets so it would make sense to keep it here until more info has been made available to us.

well I do consider myself a EQ vet by now...just you know...the "wrong" one ;P,  but what make me wonder what they are doing, is simple things like they have said they will allow all players to play all classes - which make me think they want the same progression as PS2....which make me think they maybe want the game to be more action, less hassle.

I miss the feel of working together toward a common goal, both for groups and raids, and just to help someone in a solo quest to make them catch up...EQ2 never felt huuuge to me, after they putted in maps for every zone anyway...

it is just speculation at this point, but I just dont get the feeling that they are looking backwards at all....other than for lore...but it is just a feeling.

not to say I think they make a fantasy PS2 either, the storybricks certainly steer clear of that.

anyway...August is only too far away : P

  stevebombsquad

Elite Member

Joined: 3/20/13
Posts: 590

5/10/13 4:20:45 PM#34
Originally posted by asdar

 


Originally posted by Neanderthal
Ok, I don't expect anyone to agree with this but if they actually do want to make a sandbox game instead of just another rehash of the standard linear themepark, there needs to be some mechanism for removing equipment from the economy.  It prevents mudflation and makes a sandbox economy possible.

 

The simplest way to do it would be to incorporate item loss as part of the death penalty.  When you die you lose one or more equipped items.  One for sure but maybe in certain areas there would be a risk of losing more than one.  I never liked item decay because it seems like you are being punished even if you haven't made any mistakes so making item loss a part of the death penalty makes more sense to me.

Of course now I know that people are going to post after me expounding on how awful it would be to lose equipment and so on.  But look, if they really do want to do something different with EQ next they have to actually....you know...do things differently.  If they just follow the standard blueprint for MMO games all they are going to come up with is yet another rehash of the same-ol'-thing.  If items can never be lost you inevitably end up with mudflation and a gear grind of ever increasingly powerful equipment.  And whether people want to hear this or not, ever increasing power, whether from equipment or levels, pushes you right back into that linear themepark model.

Of course I'm still not convinced that Smedly was serious about the "sandbox" thing.  I still suspect that he's just using that as a buzzword to build hype. 


 


I couldn't agree with you more. One of the advantages of PvP with full loot is the natural drain on gear that makes crafting a vital part of the world. I'm not for PvP totally, but it does add that to the game.

I like the idea of losing gear and I even more like it being a part of the death penalty, but I'm not sure in what form. It seems harsh to just lose random gear. I'd hate to have one great piece of armor with a bunch of crap in every other slot and have my great piece get taken.

I guess my biggest question is what EQ will be, EQ modernized with sandbox elements, a new sandbox game with the same races as EQ or something else altogether.

I prefer item decay. Everytime you die it breaks a little more. You can only repair it so many times before it breaks.... 

James T. Kirk: All she's got isn't good enough! What else ya got?

  Soltek

Apprentice Member

Joined: 8/01/10
Posts: 22

5/10/13 7:54:59 PM#35

As a monk I enjoyed doing corpse runs for people just as much as anything else in the game. Was just one of the things that made me feel needed for my ability's, just like I needed other classes for there ability's, can't find that in new games anymore, everyone can do everything.

I don't understand why most people today think that corpse runs just slow you down and are a hindrance to your game play. Time is relative, if you can do something faster, doesn't mean your going to play any less.

 

I liked the way they did everything in EQ better then any other game, right up till the point that they started trying to make it like the other games. So now you may as well go play the other games with better graphics.

  Wololo

Novice Member

Joined: 7/24/03
Posts: 74

5/13/13 7:07:15 PM#36
Originally posted by Soltek

As a monk I enjoyed doing corpse runs for people just as much as anything else in the game. Was just one of the things that made me feel needed for my ability's, just like I needed other classes for there ability's, can't find that in new games anymore, everyone can do everything.

I don't understand why most people today think that corpse runs just slow you down and are a hindrance to your game play. Time is relative, if you can do something faster, doesn't mean your going to play any less.

 

I liked the way they did everything in EQ better then any other game, right up till the point that they started trying to make it like the other games. So now you may as well go play the other games with better graphics.

QFT.

 

My first 'Main' in any MMO was an Agnostic Human Monk (on Prexus server), which made him start in Qeynos. I played Wololo for 2 years, starting from Kunark up until about Luclin release, and still only got to level 44. 2 Years played and my main was level 44, and I still felt like every day that I logged on was meaningful to his life. Even though a monk nowadays means a healer or damage dealer, in EQ I was much more than just a DPS. I was the puller, the corpse runner, the guy you turn to when the tank falls dead and the rest of the team needs you to buy them time to gate. I had many roles, and I enjoyed them all thoroughly!

  olepi

Advanced Member

Joined: 1/15/07
Posts: 976

5/13/13 7:25:37 PM#37

I think if you get killed, it should:

- cost some XP, perhaps 1/4 of a level's worth

- leave a tombstone that can be 100% recovered if you go back, or summoned to an altar for a cost. Either way, your equipment is heavily degraded. Summoning also loses you more XP.

- any mounts or pack animals with you when you die just stay, but will die if you don't come back to get them. If they die, you HAVE to do a corpse run within a certain amount of time, or lose everything on that animal

- items cannot just be repaired at any vendor, you have to craft an equivalent level "repair kit", or buy one from another crafter. If your super-duper swords gets damaged because you died, you need a super-duper repair kit. Only players can make these.

- you also lose some stats, like strength, resistances, etc. These can only be restored by player-made potions of equivalent level

- getting killed also affects your faction. You lose faction wherever you respawn, and also lose faction points against the creature that killed you.

I would also add fairly severe item decay, especially after being in use. Shields take a lot of hits, and break down quickly. Same with melee weapons. Range weapons should have a chance of mis-fire, which causes severe damage, taking them out of action.

Make all weapons/armor/jewelry/etc player made. No mob drops anything except mats to make things from. This along with rapid item decay and penalties for dying, will make crafters and the economy important.

------------
RIP City of Heroes. One of my favorite MMO's.

  baphamet

Hard Core Member

Joined: 7/05/06
Posts: 2618

110100100

5/15/13 12:10:35 PM#38


Originally posted by olepi
I think if you get killed, it should:

- cost some XP, perhaps 1/4 of a level's worth

- leave a tombstone that can be 100% recovered if you go back, or summoned to an altar for a cost. Either way, your equipment is heavily degraded. Summoning also loses you more XP.

- any mounts or pack animals with you when you die just stay, but will die if you don't come back to get them. If they die, you HAVE to do a corpse run within a certain amount of time, or lose everything on that animal

- items cannot just be repaired at any vendor, you have to craft an equivalent level "repair kit", or buy one from another crafter. If your super-duper swords gets damaged because you died, you need a super-duper repair kit. Only players can make these.

- you also lose some stats, like strength, resistances, etc. These can only be restored by player-made potions of equivalent level

- getting killed also affects your faction. You lose faction wherever you respawn, and also lose faction points against the creature that killed you.

I would also add fairly severe item decay, especially after being in use. Shields take a lot of hits, and break down quickly. Same with melee weapons. Range weapons should have a chance of mis-fire, which causes severe damage, taking them out of action.

Make all weapons/armor/jewelry/etc player made. No mob drops anything except mats to make things from. This along with rapid item decay and penalties for dying, will make crafters and the economy important.


don't agree with the xp loss to that degree, that is way too harsh especially if its as hard to level in EQnext as it was in vanilla EQ or early on.

a 1/4 of a level in one death? at high levels that's like a week of playing for some people (or more).

what if you then die on a corpse run? make that two weeks down the drain.

i think the xp penalty vanilla EQ had stung you good enough and was perfect. i also support the idea of losing coin and a piece or two of gear when you get killed in pvp and possibly pve as well.

but not something that will force you to quit the game because you had a bad night and died a couple times.

JMO


  Storm_Cloud

Hard Core Member

Joined: 2/10/13
Posts: 295

5/15/13 2:27:50 PM#39
Originally posted by baphamet

 


Originally posted by olepi
I think if you get killed, it should:

 

- cost some XP, perhaps 1/4 of a level's worth

- leave a tombstone that can be 100% recovered if you go back, or summoned to an altar for a cost. Either way, your equipment is heavily degraded. Summoning also loses you more XP.

- any mounts or pack animals with you when you die just stay, but will die if you don't come back to get them. If they die, you HAVE to do a corpse run within a certain amount of time, or lose everything on that animal

- items cannot just be repaired at any vendor, you have to craft an equivalent level "repair kit", or buy one from another crafter. If your super-duper swords gets damaged because you died, you need a super-duper repair kit. Only players can make these.

- you also lose some stats, like strength, resistances, etc. These can only be restored by player-made potions of equivalent level

- getting killed also affects your faction. You lose faction wherever you respawn, and also lose faction points against the creature that killed you.

I would also add fairly severe item decay, especially after being in use. Shields take a lot of hits, and break down quickly. Same with melee weapons. Range weapons should have a chance of mis-fire, which causes severe damage, taking them out of action.

Make all weapons/armor/jewelry/etc player made. No mob drops anything except mats to make things from. This along with rapid item decay and penalties for dying, will make crafters and the economy important.


 

don't agree with the xp loss to that degree, that is way too harsh especially if its as hard to level in EQnext as it was in vanilla EQ or early on.

a 1/4 of a level in one death? at high levels that's like a week of playing for some people (or more).

what if you then die on a corpse run? make that two weeks down the drain.

i think the xp penalty vanilla EQ had stung you good enough and was perfect. i also support the idea of losing coin and a piece or two of gear when you get killed in pvp and possibly pve as well.

but not something that will force you to quit the game because you had a bad night and died a couple times.

JMO

 

If I remember correctly, the xp loss for death in EQ (on release and after) was much worse than 1/4 of a level. I want the penalty exactly the way it was then. Nothing else. Sure, if you don't get a rez, and you die on a corpse run, it will suck, but you'll live and you will gain that xp back, sooner or later. I know I did, always. :)

This would be for Original difficulty servers, if they will have them. Compared to today's style of MMO's, this is not for everyone.

  Soltek

Apprentice Member

Joined: 8/01/10
Posts: 22

5/15/13 7:07:38 PM#40
Originally posted by Storm_Cloud
Originally posted by baphamet

 


Originally posted by olepi
I think if you get killed, it should:

 

- cost some XP, perhaps 1/4 of a level's worth

- leave a tombstone that can be 100% recovered if you go back, or summoned to an altar for a cost. Either way, your equipment is heavily degraded. Summoning also loses you more XP.

- any mounts or pack animals with you when you die just stay, but will die if you don't come back to get them. If they die, you HAVE to do a corpse run within a certain amount of time, or lose everything on that animal

- items cannot just be repaired at any vendor, you have to craft an equivalent level "repair kit", or buy one from another crafter. If your super-duper swords gets damaged because you died, you need a super-duper repair kit. Only players can make these.

- you also lose some stats, like strength, resistances, etc. These can only be restored by player-made potions of equivalent level

- getting killed also affects your faction. You lose faction wherever you respawn, and also lose faction points against the creature that killed you.

I would also add fairly severe item decay, especially after being in use. Shields take a lot of hits, and break down quickly. Same with melee weapons. Range weapons should have a chance of mis-fire, which causes severe damage, taking them out of action.

Make all weapons/armor/jewelry/etc player made. No mob drops anything except mats to make things from. This along with rapid item decay and penalties for dying, will make crafters and the economy important.


 

don't agree with the xp loss to that degree, that is way too harsh especially if its as hard to level in EQnext as it was in vanilla EQ or early on.

a 1/4 of a level in one death? at high levels that's like a week of playing for some people (or more).

what if you then die on a corpse run? make that two weeks down the drain.

i think the xp penalty vanilla EQ had stung you good enough and was perfect. i also support the idea of losing coin and a piece or two of gear when you get killed in pvp and possibly pve as well.

but not something that will force you to quit the game because you had a bad night and died a couple times.

JMO

 

If I remember correctly, the xp loss for death in EQ (on release and after) was much worse than 1/4 of a level. I want the penalty exactly the way it was then. Nothing else. Sure, if you don't get a rez, and you die on a corpse run, it will suck, but you'll live and you will gain that xp back, sooner or later. I know I did, always. :)

This would be for Original difficulty servers, if they will have them. Compared to today's style of MMO's, this is not for everyone.

 

I don't remember the death penalty being all that harsh, but I also always played EQ with friends or a group. The death penalty and many other things in the game where there to promote grouping and it did make you always want to group. I never considered EQ a solo game although I know some people did solo.

 

In my experience if I died there was always someone to grab my corpse and rez me and I could get my lost experience back just by killing a few mobs. I think there was only 1 or 2 times during my 5 years of playing that I didn't get a rez and that was at level cap and didn't mater a whole lot.

 

I can see where if you where playing solo you would have a completely different view. Having to run back to your corpse and beg for a rez would really suck. Having at least a cleric to run with was a must.

 

I spent most of my time helping other people and for me that was what the game was really about. Now days people just want to solo and not help anyone unless there's something in it for them. If EQ Next could bring that back some how it would truly be EQ Next. But the way gamers are now days the only way it might work is if people got something for helping others.

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