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8/04/09 1:32:57 AM#61
Originally posted by RamenThief7
Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, lots more |
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8/04/09 1:36:42 AM#62
Originally posted by Turel_Azure
lol thats like having to play tetris and beat it to continue playing |
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8/04/09 1:45:23 AM#63
Some games like Roma Victor have decent death systems... you lose some skill points, most of your items on your character, and you spend time trying to find your way out of the afterlife.... But otherwise its not that bad for new players but kind of hurts experianced players... its actually not a bad system.
And there is a perma death system in the game but you have to do some AMAZING feat that no one has figured out yet to become a legend. So much crap, so little quality. |
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8/04/09 8:10:15 AM#64
Originally posted by GreenChaos And most people are wrong. The only good online RPG I ever played was a MUD with eventual perma death. You had about 40 lives. And if was full loot, so if you're worried about losing all your stuff that can happen anyway. It's the only good system. Argue all you want, I'm right and your wrong. Because it's the only system where people at the top deserve to be at the top. And it solves all of your end game issues. The end game is trying to stay alive. Trust me, you will never have a better PVP experience. I had a two hour long fight once in that MUD and my hands were shaking most of the time. All the years I played MMOs my hands never shook. And by the way my main character when two years max level and never died once. And yes that meant something. That will never mean something in a no permadeath MMO.
"Most people are wrong"? Lol. Yep, most people don't know what they like. It's a good thing you're here to tell em. People deserve to be at the top? Maybe for a strict PvP game, but for PvE, I don't play MMOs to compete. |
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8/04/09 12:27:55 PM#65
2) Death penalties, to most people, are necessary. Those who think WoW's is okay as it is state so because it is a very short time sink, which is sort of key here. Reasonable death penalties are necessary, otherwise why care if you die? If you just pop back with no loss of any kind, what difference does it make? No it is not necessary. You care about whether you bring down the boss or not (because that is where the loot is). If you keep dying, even if you have NO death penalty, you still don't get the loot. This carrot approach is much better than the stick one.
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8/04/09 12:31:17 PM#66
One of my favourite dead penalties is guild wars one, you get a debuff that lowers your stats if you die and will go away eventually beating mobs. If you die more the debuff gets worse till a certian point, this way your not making it very harsh because if you get it to full then either you suck in fighting or your fighting mobs that are too hard for your lvl. |
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Wizardry
Hard Core Member
Joined: 8/27/04
Remove quests,bosses and trigger them back in is called Dynamic events now?lol..i think not. |
8/04/09 2:18:35 PM#67
Originally posted by Turel_Azure The problem is that point #3 is not looked at properly.Sure it may equate to a loss of time,but if you died you are probably trying to push the limits of xp,so you are trying to beat the system,the game into leveling much faster than the average player. This is is why HARDCORE is such an over used term,if you are fighting what you should be,you will almost never die,it is only from mistakes that you die or over your limit.So even if you have the most stringent death penalty,it is you the player that still has the choice,if you want to risk death,then that is your fault not the games stringent penalty. So the type of penalty really does not matter,i can tell you that you need to look at the extreme to realize the problems with low penalties. These are forming trains onto others,because you have nothing to lose. Players will constantly claim bosses they have no business claiming,making for longer time periods for others to claim.Players can claim a boss and kite it until their friends show up that can kill it,so it really can dumb down a game. You can aggro an entire zone to clear way for easy claims for your buddies,makes for zero risk. A tough pull?no problem pull all the aggro,after all no risk,just rez up and continue like nothing happened. Time considerations? this is the biggest cop out ever,games are meant to be time wasters,so nobody should ever try to use that lame excuse. Really it comes down to common sense,you have to look at he whole purpose of taking on a fight in a game?Do you just want the mob to fall down as ssoon as you show your face?why not?because we want a challenge right?well with no penalty,there is NO challenge at all,if people cannot see that ,then they are blind.
http://www.youtube.com/user/Napolianboo#p/u/15/rCYLLQCNc1w |
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8/04/09 2:20:47 PM#68
Originally posted by 1977
In order for your original theory to work, though, the companies making mmo's, Blizzard/soe/Turbine etc., would have to be compliciet or the the very least turn a blind eye to whats going on. For the most part, whenever they do find this sort of thing going on they try and put a stop to it. Don't make the mistake and think that just because players buy and sell gold/characters that its endorsed by the companies that own mmo's. OH MY GOD WE'RE SURROUNDED! SEND FOR BACKUP! DIG IN DEFENSIVE POSITIONS! MAN YOUR NECKBEARDS!!! I'll pre order you SWTOR if you let me put my lightsaber in your sarlaac cave. |
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LordDmaster
Advanced Member
Joined: 6/06/09
Look inside yourself, before you point out others faults. |
8/04/09 3:37:16 PM#69
I hate to say this, but one of my favorite death systems was AOC. NO I will not go back to playing it do to other resends. But I like the way that the death penalties stacked up. …..it’s a guideline, not a rule, as players we must remember: “It’s a Game”. |
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8/04/09 3:45:15 PM#70
I'm trying to remember about it (didn't play AoC in forever), but didn't the penalty its self not do too much? |
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8/04/09 4:03:25 PM#71
Originally posted by Wizardry What you are describing is the devs using a tough death penalty to cover up some really bad coding on their part. None of the problems you describe should happen in a preoperly designed game. So a game that eliminates these bugs really does not need a tough death penalty then. Anyway, to me severe death penalties are counterproductive because they train players not to attempt challenging content and go for the easy stuff. |
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RamenThief7
Novice Member
Joined: 5/13/09
Undefeatability lies within ourselves. Defeatability lies with the enemy. |
8/04/09 4:28:01 PM#72
Originally posted by Torik What you are describing is the devs using a tough death penalty to cover up some really bad coding on their part. None of the problems you describe should happen in a preoperly designed game. So a game that eliminates these bugs really does not need a tough death penalty then. Anyway, to me severe death penalties are counterproductive because they train players not to attempt challenging content and go for the easy stuff. Heh heh, this brings back so many memories with that forum I created a while back that discussed death penalties. A game with a harsh death penalty does not always have bad coding on their part. Look at FF XI. That game is successful with 500k subscriptions for 8 straight years. In this case, harsh death penalties, coupled with mostly hardcore group aspects, taught players to be productive by working in groups and cooperating with each other. This created coordinated, serious yet fun group play and produced one of the nicest communities I've ever seen in an mmorpg (you didn't want to be an asshat on FF XI because word would get around quickly and you would soon find out that no one wants to party with you anymore). Severe death penalties are not neccessarily counter productive. If elements are involved in which you seek rewards, this could be productive. In other words, you strive for excellence to avoid harsh penalties. A bad case is when you strive to do the right thing to avoid being punished, then you're just doing good and right things so you don't get punished for failing to do so. That installs fear and submissiveness. But striving for excellence to avoid harsh penalties means you doing the good and right thing to the best of your ability because you want to, and failing to do so would end with severe punishments (for example, you refuse to study a test because you think you know it well, so as a result, you get an F, so next time you study for the test to avoid getting a bad grade and so that you can prove to yourself that you know what you're studying). |
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8/04/09 4:33:06 PM#73
Give me a game that has tough death penalties, is challenging to level and is tough to get the best gear and lost of money; and I will play it forever. I can't stand easy mode games. |
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Originally posted by SnarlingWolf
Old School EQ 1.
Anyway, to help out what >>>I<<< meant by hardcore, I'll define it: By hardcore death, I meant permadeath, as I was referring to the Diablo 2 term, as it is the most common game to have such a system (yet is not an MMO).
As for EQ death, I simply found it too strict, but NOT hardcore. I find WoW/AoC death meaningless. What I'm looking for is the possibility of a game where the death penalty is without Exp loss, or it's equivalent. Most have replaced this with outirght time-sinks, but the sting just is not the same. I think death should be more than WoW, but only as tough as EQ if death is fairly infrequent. I would also like to see a form of story implementation as to why each player is immortal. |
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8/04/09 6:25:50 PM#75
A game shouldn't punish you for losing. Losing is punishment enough as is. |
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RamenThief7
Novice Member
Joined: 5/13/09
Undefeatability lies within ourselves. Defeatability lies with the enemy. |
8/04/09 10:36:13 PM#76
Originally posted by ArchAngel102
For you and people that think that way, that might be enough punishment for you. But, what happens if you don't learn from your mistakes? You would be doomed to repeat them, over and over, until the 100-upteenth time you finally learn what you're doing wrong. Or perhaps you would simply try to beat a dungeon, over and over, until you realize you just won't beat the enemies in that dungeon at the moment? For gamers like I, middle-core through rogue-like death punishment teaches you to not suck and learn to be on your game 24/7. I can't stand the idea of an idiot that continuously tries to beat a dungeon, continuously fails because he's not strong enough, yet he believes that with trial and error that he's actually making progress. Had a harsh death punishment been there, he would've learned the first time that he's not good enough to run that dungeon quite yet, would recooperate and become stronger, and will then beat that dungeon fully prepared. Some games should have that type of punishment you mentino ArchAngel, people will play that type of game. Then, there should be games that follow my example, for that is where challenge comes into play. |
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8/05/09 12:22:16 AM#77
Isn't it obviously better to have someone who enjoys to keep on trying a challenge, even if they die a lot? Maybe it's just something painfully obvious I am missing here but the better game seems to be the one that someone tries challenging things in, because there isn't a huge risk. If they had a high death penalty than that player would just give up, probably go grind on some easy mobs until he gained some levels and could go beat that place. What is the challenge in that? It sounds like all it does is harbor that type of mentality to where "well, if I can't beat it no point trying". Not only is that not good for a game but just doesn't seem very much fun to the player. If developers want to make a game more challenging then they should make the actual dungeon, or whatever, more challenging -- not the penalty. Because like I said before death penalties aren't exactly challenging anyways, because its not difficult to just keep on doing what you're doing. They serve to keep someone in a game longer, where as a game with a less strict death penalty but harder gameplay would do the same thing, while being more difficult and less tedious. |
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RamenThief7
Novice Member
Joined: 5/13/09
Undefeatability lies within ourselves. Defeatability lies with the enemy. |
8/05/09 12:48:51 AM#78
Originally posted by Nadril Heh heh heh...I'll say this right now. DO NOT say that yellow shaded part to the 500k subscriptions of FF XI or the EVE Online crowd. I mean it, just simply avoid saying that part to said people. By the way, a harsh death penalty is challenging. You're telling me that having to replace the gear you just lost, making up the xp you lost, and basically having to recooperate back to where you were at before isn't challenging? There are many aspects of the word "challenge" that can be applied. You can make gameplay mechanics challenging AND death penalties challenging and have a good game. That's what FF XI ended up being, and I sorely wish I wasn't 9 years old at the time the game came out. Now, I will have to settle for FF XIV next year (hopefully I can afford it because of going to a trade school and all that, plus the game keeps the main aspects from FF XI, which is group-oriented hardcore play). By the way, that green shaded part, I'll explain this a little better. Do you actually think a person failing a dungeon the 100-upteenth time because he thinks he's making progress is actually good, when the person should realize his level is far too low to survive the dungeon? Think carefully to what you just agreed to. |
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8/05/09 2:03:03 AM#79
I'll be sure not to :P.
I think it really depends on the penalty. An XP loss does convey some challenge because it is difficult avoiding it. You can't really slap around and still get stuff done, because if you die too much you'll end up going no where. I'm not sure how harsh FFXI's XP loss is, so I can't really say if it is something that would just extend time overall (because unless you're dying a hundred times you'll still progress, just a lot slower). An item loss seems a bit different for me. It feels more like an annoyance because you have to spend a bunch of time replacing that gear. With that said I think EVE does it well where it allows you to insure your ship. Then again that game is something entirely different, and PvP is a bit more "realistic" in the sense that you have a point where you won't want to send out more ships and just cut your losses. I guess I've just seen too many games that were easy and masqueraded that fact with a piss poor death penalty system.
I don't know, I think there certainly is a fine line to it. I do admire someone who will keep on trying -- and from a development point of view this is a great thing to have because it really ups the longevity. Still I understand what you are saying, although I've done things before in WoW that I would never have tried if a harsh death penalty was intact. (like trying to solo elites, ect.)
I also think that death penalty makes more sense in a PvE game, or a game such as EVE. Not so much in other games. |
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8/05/09 2:33:30 AM#80
Originally posted by Turel_Azure
Old School EQ 1.
Anyway, to help out what >>>I<<< meant by hardcore, I'll define it: By hardcore death, I meant permadeath, as I was referring to the Diablo 2 term, as it is the most common game to have such a system (yet is not an MMO).
As for EQ death, I simply found it too strict, but NOT hardcore. I find WoW/AoC death meaningless. What I'm looking for is the possibility of a game where the death penalty is without Exp loss, or it's equivalent. Most have replaced this with outirght time-sinks, but the sting just is not the same. I think death should be more than WoW, but only as tough as EQ if death is fairly infrequent. I would also like to see a form of story implementation as to why each player is immortal.
Unfortunately Everquest doesn't exist anymore. What is left is a ugly patched up mess that tried to copy newer games. Everquest lost everything that made it unique. Everquest is no longer the experience it once was. Classes have become trivalized with removal of game mechanics. Factions mean nothing. Lore is horrible now. The graphics do not match through out the entire game. Everquest doesn't even have anything left to call a meaningful penalty for dying. Also Sony is trying to get people to pay World of Warcraft prices 15/month PLUS they added an item shop for the final nail in the coffin. |
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