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General Discussion  » Death Penalties - Poll

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150 posts found
  Storm_Cloud

Hard Core Member

Joined: 2/10/13
Posts: 334

7/02/13 6:39:07 PM#21
Originally posted by fyerwall
Originally posted by giga1000

Corpse+ exp run. Why because it makes it so not just any A-hole can get to max lvl and be safe + it also makes people really learn their class. it helps mitigate people from being at end game or what ever and having not clue what to do or how to play your roles. 

All themepark games as it is can just keep dying and never learn a damn thing because if they persist they will get to max lvl and still have no idea how to play their toons.

With corpse run + exp loss every one has to learn even the best gamers have to because there is real fear of death and set back. If someone who doesn't learn how to play their class they will never be at end game because they just keep dying.

Also those people who keep dying and who never learn are a good thing to the population of a game being your game will have levels spread out  very well because of this so you have a well populated game for people to group at all levels not just end game.

Look at every themepark game out there or pretty much close to all games now. People are either at max level or and early levels and nothing in between so you have a server that feels dead. By having corpse run + exp loss you will have a healthier game because learning curves will matter once again. 

No more I can just keep throwing myself off a cliff until I real end levels and not learn a damn thing. You throw yourself off a cliff and you are set back. Do it again you are set back, and again. 

people complain about corpse run + exp loss why? It is one of the single best things to keep a game healthy and spread out and one more thing to do in game instead of sitting in a city doing nothing but trolling channels or sitting in a guildhall again trolling channels. Want to troll FINE but you keep pissing off your community and when you need help for a corpse run GL or a rez with possible exp back GL. be a dick and thats what you will gte is Dick!

See, I am all for XP loss, but corpse runs tend to cause more issues than its worth. I was the player who would die and somehow their corpse would get stuck in a wall/floor/limbo and not be recoverable. I even had an instance where I managed to die slightly in mid air, corpse was hovering about 2 feet off the ground (gnome height) and would not let me loot it, drag it, etc. Had to wait 24 hours for a GM to fix it (they basically came to me in Qeynos and handed me my gear).

Now if they made corpse runs that didn't take your gear but instead took a massive chunk of earned XP (which you could then get back upto 75% when you find your corpse) Then I would be all for that. Better to lose a few hours/days of XP to a bugged corpse than to lose gear.

But if they could guarantee no bugged corpses, then I would be fine with it.

So, you couldn't loot your corpse because of a bug. Of course bugs happen, in all games.

Would you have been OK with it if the bug wasn't there, so that you could have looted your corpse?

Changing a working system because of a bug isn't right. If the system was working, you wouldn't have had to wait. Shit happends, right?

  fyerwall

Apprentice Member

Joined: 6/01/04
Posts: 3204

7/02/13 6:42:34 PM#22
Originally posted by Storm_Cloud
Originally posted by fyerwall
Originally posted by giga1000

Corpse+ exp run. Why because it makes it so not just any A-hole can get to max lvl and be safe + it also makes people really learn their class. it helps mitigate people from being at end game or what ever and having not clue what to do or how to play your roles. 

All themepark games as it is can just keep dying and never learn a damn thing because if they persist they will get to max lvl and still have no idea how to play their toons.

With corpse run + exp loss every one has to learn even the best gamers have to because there is real fear of death and set back. If someone who doesn't learn how to play their class they will never be at end game because they just keep dying.

Also those people who keep dying and who never learn are a good thing to the population of a game being your game will have levels spread out  very well because of this so you have a well populated game for people to group at all levels not just end game.

Look at every themepark game out there or pretty much close to all games now. People are either at max level or and early levels and nothing in between so you have a server that feels dead. By having corpse run + exp loss you will have a healthier game because learning curves will matter once again. 

No more I can just keep throwing myself off a cliff until I real end levels and not learn a damn thing. You throw yourself off a cliff and you are set back. Do it again you are set back, and again. 

people complain about corpse run + exp loss why? It is one of the single best things to keep a game healthy and spread out and one more thing to do in game instead of sitting in a city doing nothing but trolling channels or sitting in a guildhall again trolling channels. Want to troll FINE but you keep pissing off your community and when you need help for a corpse run GL or a rez with possible exp back GL. be a dick and thats what you will gte is Dick!

See, I am all for XP loss, but corpse runs tend to cause more issues than its worth. I was the player who would die and somehow their corpse would get stuck in a wall/floor/limbo and not be recoverable. I even had an instance where I managed to die slightly in mid air, corpse was hovering about 2 feet off the ground (gnome height) and would not let me loot it, drag it, etc. Had to wait 24 hours for a GM to fix it (they basically came to me in Qeynos and handed me my gear).

Now if they made corpse runs that didn't take your gear but instead took a massive chunk of earned XP (which you could then get back upto 75% when you find your corpse) Then I would be all for that. Better to lose a few hours/days of XP to a bugged corpse than to lose gear.

But if they could guarantee no bugged corpses, then I would be fine with it.

So, you couldn't loot your corpse because of a bug. Of course bugs happen, in all games.

Would you have been OK with it if the bug wasn't there, so that you could have looted your corpse?

Changing a working system because of a bug isn't right. If the system was working, you wouldn't have had to wait. Shit happends, right?

 

There are 3 types of people in the world.
1.) Those who make things happen
2.) Those who watch things happen
3.) And those who wonder "What the %#*& just happened?!"


  Storm_Cloud

Hard Core Member

Joined: 2/10/13
Posts: 334

7/02/13 6:44:27 PM#23
Originally posted by fyerwall

See, I am all for XP loss, but corpse runs tend to cause more issues than its worth. I was the player who would die and somehow their corpse would get stuck in a wall/floor/limbo and not be recoverable. I even had an instance where I managed to die slightly in mid air, corpse was hovering about 2 feet off the ground (gnome height) and would not let me loot it, drag it, etc. Had to wait 24 hours for a GM to fix it (they basically came to me in Qeynos and handed me my gear).

Now if they made corpse runs that didn't take your gear but instead took a massive chunk of earned XP (which you could then get back upto 75% when you find your corpse) Then I would be all for that. Better to lose a few hours/days of XP to a bugged corpse than to lose gear.

But if they could guarantee no bugged corpses, then I would be fine with it.

So, you couldn't loot your corpse because of a bug. Of course bugs happen, in all games.

Would you have been OK with it if the bug wasn't there, so that you could have looted your corpse?

Changing a working system because of a bug isn't right. If the system was working, you wouldn't have had to wait. Shit happends, right?

 

Maaaan, and I read everything you wrote, except for that last line, lol... :)

 

  Vynt

Hard Core Member

Joined: 9/19/04
Posts: 614

7/02/13 6:45:32 PM#24
I said corpse run + exp loss, but don't necessarily need the corpse run, but do it more like daoc. When you died, it left behind a grave, that you could go back to and /pray to recover some exp. You weren't forced to return, just had more exp loss if you didn't return.
  Fusion

Old School

Joined: 5/21/03
Posts: 1405

7/02/13 6:46:06 PM#25

If you die to an NPC mob = xp loss + some gold to revive/heal + permanent dura loss on equipped gear.

If you die to a player (PVP) = all coin you carry on your person at the moment of death + small amount (2-5) random items you have on your person, whether equipped or held in backpack are dropped (you can insure 75% of your equipped items to 'lock them', thus no-drop on PVP-death, but needs to re-insure after pvp-death). permanent dura loss on equipped gear.

Dura loss to keep the supply/demand and economy going on!

Corpse runs are the dumbest thing i've ever experienced in MMO's.. the lamest way of introducing a timesink. and only some classes could profit from spells to retrieve corpses.

Currently playing: -

Waiting for: Class4.

Dead and Buried: ESO, NWO, GW2, SWTOR, Darkfall, AO, AC2, Vanguard, CoH/V, EnB, EVE, Neocron, FE, EQ, EQ2, DAoC, FFXI, FFXIV, SWG, WoW, and billions of eastern junks!

  Telondariel

Advanced Member

Joined: 4/11/10
Posts: 992

7/02/13 6:48:28 PM#26

I actually liked how death was managed in DAoC.  It integrated an xp penalty with a gravestone that, if returned to, would return a portion of that lost xp back.  However, if you didn't claim your gravestone and died again the xp loss would be greater than the first time, etc.  There was also a repair cost involved and gear degradation.

 

I'm all for a system that makes death matter.  I find that it makes you a smarter player, and it helps to build community.  You really want to be with people who can mitigate damage, or burn down a mob quickly, control adds, and heal/rez when needed.  The current systems for most games just make death a slight time sink, and so you get careless of bad pulls or wandering into areas that are too high for you because it doesn't really matter without consequences.

 

Corpse runs and having to grab your gear?  Not so much.  Did that.  Xp loss, yeah sure.

  fyerwall

Apprentice Member

Joined: 6/01/04
Posts: 3204

7/02/13 6:49:13 PM#27
Originally posted by Storm_Cloud
Originally posted by fyerwall

See, I am all for XP loss, but corpse runs tend to cause more issues than its worth. I was the player who would die and somehow their corpse would get stuck in a wall/floor/limbo and not be recoverable. I even had an instance where I managed to die slightly in mid air, corpse was hovering about 2 feet off the ground (gnome height) and would not let me loot it, drag it, etc. Had to wait 24 hours for a GM to fix it (they basically came to me in Qeynos and handed me my gear).

Now if they made corpse runs that didn't take your gear but instead took a massive chunk of earned XP (which you could then get back upto 75% when you find your corpse) Then I would be all for that. Better to lose a few hours/days of XP to a bugged corpse than to lose gear.

But if they could guarantee no bugged corpses, then I would be fine with it.

So, you couldn't loot your corpse because of a bug. Of course bugs happen, in all games.

Would you have been OK with it if the bug wasn't there, so that you could have looted your corpse?

Changing a working system because of a bug isn't right. If the system was working, you wouldn't have had to wait. Shit happends, right?

 

Maaaan, and I read everything you wrote, except for that last line, lol... :)

 

Lol, slacker :P

But yeah, losing a corpse to a bug was annoying, and GM support in EQ was often even worse. If they could make a system where you could retrieve a bugged corpse easier (maybe a once a week/month sort of 'oh shit' ability that would instantly summon your crap, I would be ok with it. Even if people who didn't want to run to their corpse ended up popping the skill I wouldn't mind (sort of like a 1 time per week/month get out of jail free card). Not like it could be abused when it a one time use/really long cooldown sort of ability.

There are 3 types of people in the world.
1.) Those who make things happen
2.) Those who watch things happen
3.) And those who wonder "What the %#*& just happened?!"


  Perjure

Hard Core Member

Joined: 6/10/06
Posts: 196

7/02/13 6:50:12 PM#28
Originally posted by mos0811

I had the  most fun in Shadowbane.  On death you lost all items in your backpack, while everything that was equipped you kept and took damage to those items.  This would allow well geared players to keep their gear, but lose any gold and items they had collected before being able to bank.  It also allowed gear to break, increasing the need for new gear which is good for crafters.

One big difference in SB was that mobs rarely ever killed you, so when you did die it was from a player and your stuff was gone before you got back to your gravemarker.

Totally agree here - I think it was a great system and would like to see it in EQ next.

  Storm_Cloud

Hard Core Member

Joined: 2/10/13
Posts: 334

7/02/13 6:56:57 PM#29
Originally posted by fyerwall
Originally posted by Storm_Cloud
Originally posted by fyerwall

See, I am all for XP loss, but corpse runs tend to cause more issues than its worth. I was the player who would die and somehow their corpse would get stuck in a wall/floor/limbo and not be recoverable. I even had an instance where I managed to die slightly in mid air, corpse was hovering about 2 feet off the ground (gnome height) and would not let me loot it, drag it, etc. Had to wait 24 hours for a GM to fix it (they basically came to me in Qeynos and handed me my gear).

Now if they made corpse runs that didn't take your gear but instead took a massive chunk of earned XP (which you could then get back upto 75% when you find your corpse) Then I would be all for that. Better to lose a few hours/days of XP to a bugged corpse than to lose gear.

But if they could guarantee no bugged corpses, then I would be fine with it.

So, you couldn't loot your corpse because of a bug. Of course bugs happen, in all games.

Would you have been OK with it if the bug wasn't there, so that you could have looted your corpse?

Changing a working system because of a bug isn't right. If the system was working, you wouldn't have had to wait. Shit happends, right?

 

Maaaan, and I read everything you wrote, except for that last line, lol... :)

 

Lol, slacker :P

But yeah, losing a corpse to a bug was annoying, and GM support in EQ was often even worse. If they could make a system where you could retrieve a bugged corpse easier (maybe a once a week/month sort of 'oh shit' ability that would instantly summon your crap, I would be ok with it. Even if people who didn't want to run to their corpse ended up popping the skill I wouldn't mind (sort of like a 1 time per week/month get out of jail free card). Not like it could be abused when it a one time use/really long cooldown sort of ability.

Absolutely! This is a great idea, at least in the beginning of the release. Later on, they can remove it if need be.

Kinda like games use /stuck or /rope or whatever they may call it when a character become stuck in a rock, or fall down a cliff side, etc. Except, the timer on your idea, like you said, gotta be a long one or it will be easily abused. :)

Lets hope SOE ppl reads. :)

 

  Arakazi

Novice Member

Joined: 5/23/09
Posts: 864

7/02/13 7:01:41 PM#30
Originally posted by fyerwall
Originally posted by giga1000

Corpse+ exp run. Why because it makes it so not just any A-hole can get to max lvl and be safe + it also makes people really learn their class. it helps mitigate people from being at end game or what ever and having not clue what to do or how to play your roles. 

All themepark games as it is can just keep dying and never learn a damn thing because if they persist they will get to max lvl and still have no idea how to play their toons.

With corpse run + exp loss every one has to learn even the best gamers have to because there is real fear of death and set back. If someone who doesn't learn how to play their class they will never be at end game because they just keep dying.

Also those people who keep dying and who never learn are a good thing to the population of a game being your game will have levels spread out  very well because of this so you have a well populated game for people to group at all levels not just end game.

Look at every themepark game out there or pretty much close to all games now. People are either at max level or and early levels and nothing in between so you have a server that feels dead. By having corpse run + exp loss you will have a healthier game because learning curves will matter once again. 

No more I can just keep throwing myself off a cliff until I real end levels and not learn a damn thing. You throw yourself off a cliff and you are set back. Do it again you are set back, and again. 

people complain about corpse run + exp loss why? It is one of the single best things to keep a game healthy and spread out and one more thing to do in game instead of sitting in a city doing nothing but trolling channels or sitting in a guildhall again trolling channels. Want to troll FINE but you keep pissing off your community and when you need help for a corpse run GL or a rez with possible exp back GL. be a dick and thats what you will gte is Dick!

See, I am all for XP loss, but corpse runs tend to cause more issues than its worth. I was the player who would die and somehow their corpse would get stuck in a wall/floor/limbo and not be recoverable. I even had an instance where I managed to die slightly in mid air, corpse was hovering about 2 feet off the ground (gnome height) and would not let me loot it, drag it, etc. Had to wait 24 hours for a GM to fix it (they basically came to me in Qeynos and handed me my gear).

Now if they made corpse runs that didn't take your gear but instead took a massive chunk of earned XP (which you could then get back upto 75% when you find your corpse) Then I would be all for that. Better to lose a few hours/days of XP to a bugged corpse than to lose gear.

But if they could guarantee no bugged corpses, then I would be fine with it.

I think I remember seeing corpses like that. I also remember losing a corpse (there were no maps) I couldn't remember where I died as I was running halfway across the zone with a mega train behind me, it was all going well until I got Dced. I couldn't recover my corpse, and GM  took their time. My guild had to buy me new gear and everything. Anyways... A couple of days later I came across my corpse again... halfway up a tree, with the head somehow embeded withing the trunk.

<p align=center><a target=_blank href=http://www.nodiatis.com/personality.htm><img border=0 src=http://www.nodiatis.com/pub/11.jpg></a></p>RL][/CENTER]

  fyerwall

Apprentice Member

Joined: 6/01/04
Posts: 3204

7/02/13 7:02:42 PM#31
Originally posted by Storm_Cloud
Originally posted by fyerwall
Originally posted by Storm_Cloud

Maaaan, and I read everything you wrote, except for that last line, lol... :)

 

Lol, slacker :P

But yeah, losing a corpse to a bug was annoying, and GM support in EQ was often even worse. If they could make a system where you could retrieve a bugged corpse easier (maybe a once a week/month sort of 'oh shit' ability that would instantly summon your crap, I would be ok with it. Even if people who didn't want to run to their corpse ended up popping the skill I wouldn't mind (sort of like a 1 time per week/month get out of jail free card). Not like it could be abused when it a one time use/really long cooldown sort of ability.

Absolutely! This is a great idea, at least in the beginning of the release. Later on, they can remove it if need be.

Kinda like games use /stuck or /rope or whatever they may call it when a character become stuck in a rock, or fall down a cliff side, etc. Except, the timer on your idea, like you said, gotta be a long one or it will be easily abused. :)

Lets hope SOE ppl reads. :)

 

Lol, like Vanguards need of a /rope command because /stuck got you more stuck :P

There are 3 types of people in the world.
1.) Those who make things happen
2.) Those who watch things happen
3.) And those who wonder "What the %#*& just happened?!"


  Storm_Cloud

Hard Core Member

Joined: 2/10/13
Posts: 334

7/02/13 7:05:53 PM#32
Originally posted by fyerwall
Originally posted by Storm_Cloud
Originally posted by fyerwall
Originally posted by Storm_Cloud

Maaaan, and I read everything you wrote, except for that last line, lol... :)

 

Lol, slacker :P

But yeah, losing a corpse to a bug was annoying, and GM support in EQ was often even worse. If they could make a system where you could retrieve a bugged corpse easier (maybe a once a week/month sort of 'oh shit' ability that would instantly summon your crap, I would be ok with it. Even if people who didn't want to run to their corpse ended up popping the skill I wouldn't mind (sort of like a 1 time per week/month get out of jail free card). Not like it could be abused when it a one time use/really long cooldown sort of ability.

Absolutely! This is a great idea, at least in the beginning of the release. Later on, they can remove it if need be.

Kinda like games use /stuck or /rope or whatever they may call it when a character become stuck in a rock, or fall down a cliff side, etc. Except, the timer on your idea, like you said, gotta be a long one or it will be easily abused. :)

Lets hope SOE ppl reads. :)

 

Lol, like Vanguards need of a /rope command because /stuck got you more stuck :P

That's where I stole it from, lol. :)

 

  fyerwall

Apprentice Member

Joined: 6/01/04
Posts: 3204

7/02/13 7:12:16 PM#33
Originally posted by Arakazi
Originally posted by fyerwall
Originally posted by giga1000

Corpse+ exp run. Why because it makes it so not just any A-hole can get to max lvl and be safe + it also makes people really learn their class. it helps mitigate people from being at end game or what ever and having not clue what to do or how to play your roles. 

All themepark games as it is can just keep dying and never learn a damn thing because if they persist they will get to max lvl and still have no idea how to play their toons.

With corpse run + exp loss every one has to learn even the best gamers have to because there is real fear of death and set back. If someone who doesn't learn how to play their class they will never be at end game because they just keep dying.

Also those people who keep dying and who never learn are a good thing to the population of a game being your game will have levels spread out  very well because of this so you have a well populated game for people to group at all levels not just end game.

Look at every themepark game out there or pretty much close to all games now. People are either at max level or and early levels and nothing in between so you have a server that feels dead. By having corpse run + exp loss you will have a healthier game because learning curves will matter once again. 

No more I can just keep throwing myself off a cliff until I real end levels and not learn a damn thing. You throw yourself off a cliff and you are set back. Do it again you are set back, and again. 

people complain about corpse run + exp loss why? It is one of the single best things to keep a game healthy and spread out and one more thing to do in game instead of sitting in a city doing nothing but trolling channels or sitting in a guildhall again trolling channels. Want to troll FINE but you keep pissing off your community and when you need help for a corpse run GL or a rez with possible exp back GL. be a dick and thats what you will gte is Dick!

See, I am all for XP loss, but corpse runs tend to cause more issues than its worth. I was the player who would die and somehow their corpse would get stuck in a wall/floor/limbo and not be recoverable. I even had an instance where I managed to die slightly in mid air, corpse was hovering about 2 feet off the ground (gnome height) and would not let me loot it, drag it, etc. Had to wait 24 hours for a GM to fix it (they basically came to me in Qeynos and handed me my gear).

Now if they made corpse runs that didn't take your gear but instead took a massive chunk of earned XP (which you could then get back upto 75% when you find your corpse) Then I would be all for that. Better to lose a few hours/days of XP to a bugged corpse than to lose gear.

But if they could guarantee no bugged corpses, then I would be fine with it.

I think I remember seeing corpses like that. I also remember losing a corpse (there were no maps) I couldn't remember where I died as I was running halfway across the zone with a mega train behind me, it was all going well until I got Dced. I couldn't recover my corpse, and GM  took their time. My guild had to buy me new gear and everything. Anyways... A couple of days later I came across my corpse again... halfway up a tree, with the head somehow embeded withing the trunk.

Lol!

we had a similar issue with a guildie. He was running through one of the zones (think it was in Kunark) and came across a named mob that gibbed him on the spot. He could not remember where he died and eventually gave up looking. A few days later someone in guild was looking for this mob for some quest. He spoke up and said "I have seen this guy and have a general idea where." So we went out looking for this spot. spent about an hour looking when someone asked how he knew the guy was out here. He stated "I ran into him and he killed me in 2 hits."

Within 5 minutes our druid stopped under a tree and said "He must spawn here.

Everyone was like "What makes you think that?"

What we saw next in chat was *points up*

Sure enough, in the tree 'Corpse of (insert rogues name here)'

 

There are 3 types of people in the world.
1.) Those who make things happen
2.) Those who watch things happen
3.) And those who wonder "What the %#*& just happened?!"


  nerovipus32

Novice Member

Joined: 1/15/11
Posts: 2833

7/02/13 7:13:15 PM#34
If Items don't decay and eventually break over time then crafting will be meaningless.
  Zorgo

Novice Member

Joined: 12/05/05
Posts: 2269

Who did wrong? The advertiser hired to sell the game or the consumer who put faith in advertising?

7/02/13 7:19:47 PM#35

I can't answer the poll because it only contains methods already tried.  And I'm looking for an mmo with something new. I'm tired of copy paste features from other games.

My answer is to stop focusing on 'death penalties' as the only incentive to NOT die. Start focusing on incentives to LIVE. A death penalty can be a part of incentive to live, but not the only one.

How about - 

XP bonuses for living through a dungeon?

Gear upgrades due to success

Kill this boss without death, get a temp power for the next boss

Skill and power curves - the more you live the more powerful you get. Live and the dungeon gets easier. Die and it is a slow difficult slog.

If you wipe, the next boss is more difficult.

If you wipe you get locked out for a certain time.

A combination of the above

A combination of the above with a death penalty 

__________________________

That's just brainstorming off the top of my head.

The problem imo, is devs have only thought inside the 'death penalty' box to create incentive to live. I recommend future games try something we haven't seen.

 

 

  Grailer

Novice Member

Joined: 6/13/06
Posts: 876

 
OP  7/02/13 7:33:35 PM#36
Originally posted by Zorgo

I can't answer the poll because it only contains methods already tried.  And I'm looking for an mmo with something new. I'm tired of copy paste features from other games.

My answer is to stop focusing on 'death penalties' as the only incentive to NOT die. Start focusing on incentives to LIVE. A death penalty can be a part of incentive to live, but not the only one.

How about - 

XP bonuses for living through a dungeon?

Gear upgrades due to success

Kill this boss without death, get a temp power for the next boss

Skill and power curves - the more you live the more powerful you get. Live and the dungeon gets easier. Die and it is a slow difficult slog.

If you wipe, the next boss is more difficult.

If you wipe you get locked out for a certain time.

A combination of the above

A combination of the above with a death penalty 

__________________________

That's just brainstorming off the top of my head.

The problem imo, is devs have only thought inside the 'death penalty' box to create incentive to live. I recommend future games try something we haven't seen.

 

 

It just occurred to me EQN might not even have levels , it might be more based on skills .

But I like some of your ideas

  tank017

Novice Member

Joined: 7/09/06
Posts: 2206

7/02/13 7:43:22 PM#37

Corpse runs + exp loss..

 

though I wouldnt mind a mix of Daoc's and Vanguard's methods.Where you leave a tombstone with your gear and once you pray at it,it gives your gear and some exp back.

  luclinraider

Novice Member

Joined: 3/15/12
Posts: 35

7/02/13 7:45:22 PM#38
Considering there are 6 options and 1 has 50% of the votes, I'd say that is pretty much a landslide majority lol :P
  DeathByCactus

Novice Member

Joined: 9/27/12
Posts: 40

7/02/13 7:46:11 PM#39
XP loss should be a requirement. CR is a plus after that.
  Theocritus

Novice Member

Joined: 7/15/08
Posts: 3635

7/02/13 7:51:00 PM#40
While it is a little harsh, I like the corpse run and exp loss...The reason why is that it gives a greater risk and reward to the game....I remember in classic EQ my group would go to places that were dangerous but often we'd get items that were not easy to come by and worth quite a bit on the bazaar....
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