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10/23/09 6:14:46 PM#161
Originally posted by heremypet
Good for you, I'm sure not willing to do that. In fact, if an MMO's server issues, server lag or whatever caused me to lose a character, gear, loot, etc. I'd be on the phone to customer service demanding it all be restored so fast it would make your head spin. Most people would. It's one thing to die if you do something stupid. It's another thing to die because of something entirely beyond your control. Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, lots more |
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10/24/09 9:44:35 AM#162
In the single player games that came between PnP and MMOs there were a few different types. In this post I am only going to address the types of character saves they allowed. There were checkpoint saves where you reached a certain point in the game and could save. Most people did, unless they were an idiot, but people complained because they were too stupid to save it should be automatic. Then there were checkpoints that once you passed them you auto saved however players complained there were not enough of them. Then there were auto save points and additional save points where players could save if they wished. Again you would be an idiot not too however this still angered people because they wanted to be able to save whenever they wanted. So most of the single player games let you save almost anywhere or anywhere. Then people just started pulling up cheat codes and walk thru's to make it through easier. The point is there are always going to be people who are focused more on winning/achieving than playing the game. They are so hooked on catching the carrot on the stick that they forget the whole purpose of being there is to have fun. MMOs have just become a contest of how to give the most wow for the longest period of time. The carrot gets split in to parts and you keep collecting bigger and bigger parts as you progress. Never is anyone talking about the storyline of an MMO, they are always talking about levels and gear. Granted in the old PnP days gear was sweet to get however you talked about the ADVENTURE you had getting the gear. One of the most memorable adventures I had involved my ENTIRE party dying. I was the last one up and could have run and come back and saved the group. That would have been the smart thing to do. However I was running a cleric of war and he didn't run. Ever. So I did a final stand and blew the top off the mountain and stopped an invading horde before they could reach the city. Broke a staff of power to do it. It was a great storyline leading up to that point and to this day my friends and I still talk about what a great game it was. And we all died. I don't think it is about death or no death. I think it is more about people having fun. For most people the thought of losing items, exp or time is not fun. However, that is more a reflection of poorly designed games rather than a true reflection of how mechanics should work.
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10/24/09 10:13:36 AM#163
First... I agree with much of the OP's sentiments. I mean, seriously... there's something wrong with that picture. Death should be the consequence of failure that players actively try to avoid... not a convenient mode of transportation. In FFXI, Lineage 2 and other MMOs of that ilk where death has a bite that *means* something to your character, players have been, by far, more cautious and strategic. It's not because they're "better players" - it's because they know the penalty of failing, so they're not going to take pointless risks, they're going to choose their fights carefully, at all times - not only when they're fighting end-game raid bosses, etc. So, at least to me, it's not a matter of "people who like games with harsh death penalties are better gamers"... Not at all. It's simply that to us, it's more *fun* to have that extra sense of danger, or to require that extra bit of strategy or caution... it makes the game more exciting and more enjoyable to play. There are some who say "well, it's time wasted when you lose xp". I've always found that to be a funny argument in the context of playing a video game; "I'm wasting time... while wasting time". And, it's even more so in a MMO considering you're talking about maybe an hour or two to recover lost xp in a game that the average player will invest *hundreds* of hours into over the course of playing it.
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10/24/09 12:14:03 PM#164
My thoughts A PVE game with a significant death penalty where the player can balance risk by playing intelligently is reasonable for players who want more of a challenge. A PVP game with a significant death penalty often does not allow a player to balance risk with intelligent play. In many games with a PVP focus a player through no fault of their own can lose significant progress to other players who's main goal is to grief or gank. I personally like a fair playing field. If I am subject to harsh penalties then by playing intelligently and skillfully I should be able to mitigate those penalties. If I am unable to migate the risk I through intelligent or skillfull play I am out of there. So a more significant death penalty in a PVE game could be enjoyable for some but I don't see it happing due to the overall trend in gaming. I don't hate the trend. MMOs are in theory supposed to be a social setting for people to play together and have fun. If this trend allows more people to experience the MMO genre then cool.
Asheron's Call, Champions Online, Dark Age of Camelot, EVE Online, EverQuest, Lineage 2, Star Wars Galaxies and World of Warcraft.Waiting for SWTOR |
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10/24/09 12:19:22 PM#165
Originally posted by uttaus
Harsh death penalty isn't challenge. It's penalty. Penalty is what happens when you fail the challenge. I want challenge. I don't want excessive penalty. |
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10/24/09 3:53:54 PM#166
Originally posted by Axehilt
Harsh death penalty isn't challenge. It's penalty. Penalty is what happens when you fail the challenge. I want challenge. I don't want excessive penalty. The penalty doesn't create the challenge, the penalty is by which you measure your successes. Without having ever seen darkness, by what do you measure light? Sorry for the analogy lol, but I think it fits. If I overcome a challenge, but there was no risk involved, I would view that victory with indifference. Where no penalty is applied, you can simply keep losing over and over again until you finally win, but that would not be much of a victory in my mind. Suppose you saw a clown walking the highwire at a circus, with harnesses attached to him and a safety net underneath, then at the next ring the same act is happening with no harness or net, which clown would you be more interested in, and which would get more enjoyment from his accomplishments? I'm not saying that enjoying a game without penalties is wrong or impossible, but I am saying that there are plenty of people who would rather have the penalties there, because of how they amplify success when overcoming the challenges. |
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10/24/09 6:04:00 PM#167
Why are there no death penalties in fps'? |
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10/24/09 6:19:00 PM#168
Originally posted by spades07
Because you are in God mode. |
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10/25/09 1:34:52 AM#169
The penalty doesn't create the challenge, the penalty is by which you measure your successes. Without having ever seen darkness, by what do you measure light? Sorry for the analogy lol, but I think it fits. If I overcome a challenge, but there was no risk involved, I would view that victory with indifference. Where no penalty is applied, you can simply keep losing over and over again until you finally win, but that would not be much of a victory in my mind. This is totally stupid. You measure you success by how tough the challenge is, not by how much meaningless penalty after a failure. Just take boss fight ... even if you lose nothing but only your time, don't you think people feel better beating hard mode then normal mode. In fact, that is how FPS are designed because no matter how hard it is, they do NOT add unnecessarily penalty after you die. And don't tell me PvP FPS has no challenge. Ditto for challenge in other areas, even work. There is no penalty if you try and fail to solve the P=NP (one of those million dollar math problem) except your time. However, whoever solves it gets a Field's medal. Now tell me it is not worthwhile to do just because no one asked you to sit in a box for 1 month if you fail. The last line "you can simply keep losing over and over again until you finally win" is totally stupid. No one can win a hard mode boss fight by simply lose again and again. You need to learn to play the fight. Less than 2% players ever beat Sunwell. Tell me people can just win by trying and trying .. LOL. |
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10/25/09 1:46:31 AM#170
Originally posted by nariusseldon Well, less than 2% of players ever beat Sunwell, right? But how many players have tried to beat Sunwell, again and again and again, without beating it? I'm pretty sure those 2% didn't all do it in one go, they probably did it like, 6 times, and then finally finished it on the 7th or some crap. Like, if death was some sort of ominous thing, like it probably should be, you know, since it's death, then people would be more wary about going into the dungeon. People leaving raids wouldn't happen because, hey, people would be thinking "man, I have to go to work soon, and I don't want that penalty of death for leaving, I'd better just not do this raid then" Disconnects would still suck, but that's a problem with someone's internet or computer, it's not the game's fault. Games like WoW are trying to keep many millions of players happy - people don't like death, so hey, let's make them eventually enjoy dying now and then. Wheee, look how fast my little legs go when I'm dead! Etc. I am playing EVE and it's alright... level V skills are a bit much. You all need to learn to spell. |
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10/25/09 3:07:54 AM#171
Originally posted by heremypet I just don't see this argument at all. I understand risk is important for some players, but to say you can't have fun at all without risk is extremist, and you are very much in the minority with that sort of opinion. One angle I could take is pointing out that you're playing a videogame, so there's no risk, so how could you ever have fun playing games? Another angle I could take is that everything is a small risk -- dying in Halo and being sent back 10 seconds of gameplay just "cost" you 10 seconds of your time. I'll take your clown example a few steps further:
Clown B is far more interesting to watch. The skill involved is many times greater, and the achievement would be many times more impressive. |
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10/25/09 6:37:11 AM#172
Originally posted by Blazz Well, less than 2% of players ever beat Sunwell, right? But how many players have tried to beat Sunwell, again and again and again, without beating it? I'm pretty sure those 2% didn't all do it in one go, they probably did it like, 6 times, and then finally finished it on the 7th or some crap. Like, if death was some sort of ominous thing, like it probably should be, you know, since it's death, then people would be more wary about going into the dungeon. People leaving raids wouldn't happen because, hey, people would be thinking "man, I have to go to work soon, and I don't want that penalty of death for leaving, I'd better just not do this raid then" Disconnects would still suck, but that's a problem with someone's internet or computer, it's not the game's fault. Games like WoW are trying to keep many millions of players happy - people don't like death, so hey, let's make them eventually enjoy dying now and then. Wheee, look how fast my little legs go when I'm dead! Etc.
As games like Eve and such have demonstrated, if you make the death penalty harsh, a smaller fraction of your player base will even take part. Make it harsh enough, and players will not even bother with your game. Its not like the time of UO, when there wasn't much of a choice. These days there are literally hundreds of games to play. Your last demonstrates that you don't understand the basic reality that Blizzard obviously does... Or they wouldn't have almost 12 million players. That being that you play to your demographic. They have different modes for the various instances. If you want to try to face roll your way through one of the top tier boss fights on hard mode, I doubt you are going to be pleased at the result...
Corpse runs, experience loss, gear loss and all the rest of the barbaric relics of an earlier age of MMO development should stay buried in the past, where they so richly deserve to be. There are other paths to this "challenge" that some seek. |
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10/25/09 11:58:06 AM#173
Originally posted by nariusseldon Then by your logic, jumping a distance of 12 feet on a sidewalk, and jumping 12 feet between rail cars on a moving train are the same. The challenge is identical. But tell me, would your preparations for these two feats also be the same? What about the spectators, would they react the same? Would you're pulse be the same while you're jumping? Would you take the same amount of pride in either situation? No, the only thing that is the same is the challenge, just about everything else is different. I assume you play FPS where you respawn immediately after dying, what's the point? I would prefer CS style FPS where when you die you wait until the end of the match. You know it's funny how that style of FPS makes people play smarter, now why is that? Doesn't sound "totally stupid" to me. |
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10/25/09 12:25:19 PM#174
Originally posted by Axehilt I just don't see this argument at all. I understand risk is important for some players, but to say you can't have fun at all without risk is extremist, and you are very much in the minority with that sort of opinion. One angle I could take is pointing out that you're playing a videogame, so there's no risk, so how could you ever have fun playing games? Another angle I could take is that everything is a small risk -- dying in Halo and being sent back 10 seconds of gameplay just "cost" you 10 seconds of your time. I'll take your clown example a few steps further:
Clown B is far more interesting to watch. The skill involved is many times greater, and the achievement would be many times more impressive. You can say I'm extremist, minority, etc all you want, but that is largely speculation. Your second angle answers your first in part, sure It's not life and death, but the risk is still win or lose, but that isn't the argument. The argument is: what is a win for you isn't a win for me. If one player beats an equally matched opponent, only to see him respawn and finish his last little sliver of life off, that is not a win to me. Sure PvP in MMOs aren't fair, but that is partially why I like it, you can call that extremist if you wish, but killing a level 60 sorc at 40, or taking on 2 or 3 even cons, that's what it's about =P You ignored my clown scenario, I'll look at your when you at least acknowledge it. |
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10/25/09 12:41:25 PM#175
oh yeah a poster above is right there is death penalties with fps' (1) where maybe you have to run back a fair distance to a fighting location or (2) where you must wait till a round is over or (3) where you must wait a certain amount of seconds especially in TF2 attack-defence maps. In mmos maybe it's a little harder to justify it's existance unless it has some sort of tactical implication like it's battlegrounds. Though in terms of a roleplaying game, having a sort of corpse that you must get back to is a depth on one level, but when you the whole meat of the game is repeated xping, and death then maybe it's very questionable it's there. In fact, as I'll repeat on every death penalty thread- the best sort of death penalty if there is one is one where you lose bonuses from being alive. Imagine being able to heal that extra bit quicker, or execute that extra crit just for not dieing- then dieing you simply would lose that. That wouldn't be a death penalty so much but an incentive not to die. Incidentally the worst death penalty I ever saw was in AC2 when each time you died you had an xp debt to pay called vitae or whatever. And I remember that got stupidly long with the effect it just wasn't worth playing the character anymore. |
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10/25/09 3:05:00 PM#176
But the lack of massive death penalty is what allows stuff like Sunwell to be hard. People at that level are pretty much playing at 100% so risk wouldn't make them any better. The best guilds brought their A games, knew the strategy exactly and still wiped HUNDREDS of times on M'uru. Nobody would ever do sunwell-difficulty stuff if if there was some kind of massive penalty for wiping. Hard raid bosses are based around "learn by wiping". There is no magical way of making everyone godlike so they can one-shot sunwell on their first visit there. |
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10/25/09 9:41:59 PM#177
Originally posted by Murashu
There is the telling point. In a grind game where the developers have deliberately set out to waste immense amounts of player time so they can tell their bosses "we're keeping them playing", a death penalty is huge to the player. This is completely the developer's fault, and the blame must be laid on them. Games where there is a death penalty, but gear is not hard to come by, are much more fun than games where death isn't a problem, but you waste huge amounts of play time chasing gear. Examples are any FPS - the death penalty removes you from play and can make your side lose because you were out of the fight - and Planetside, where again, death removed you from play AND you may be unable to pull the gear (vehicles and special equipment) because your base had been hacked or had the gen blown in your absence. Those are to me the perfect death penalties. You don't personally lose stats or anything, but you have to travel to rejoin the fight and your side might suffer because you failed. Translating this to an MMO game would mean that NPCs might not forge you a new uber sword of doom or ultimate armor of protection for awhile because your reputation has gone down, so you'd be forced to fight in regular or player-bought gear. But of course, that would mean the end of the horrifically time-wasting gear grind, which players loathe beyond measure but are programmed to do as soon as they log in. Instead, developers would have to create a dynamic adventure system which gave you something new to do every time, and that's a lot more work for them than just filling up a store-bought engine with rat-killing quests and calling it a game :\
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10/25/09 9:52:50 PM#178
I liked the Death Penalty on FFXI it made you stay on your toes when you just leveled because if you died you could lose that level and have to regain it now I'm unsure but I think it was you lose 10% of your current level cap or 5%. I think there should be a Death penalty in every game and not some lame lose durability. |
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10/26/09 5:15:40 AM#179
Originally posted by heremypet
What MMOs are you playing where players can respawn and finish off the last sliver of health? In every MMORPG I've played, the reinforce (travel) and respawn time are much longer than the time it takes to regain health/mana to full out of combat. Which means the only situation where it ever happens is if you're fighting multiple opponents (at which point it's part of the game's tactics and strategy to choose whether or not you want to engage such a large enemy force in the first place.) I read your clown scenario. The clown without the harness would be slightly more interesting. The value of Risk isn't nonexistant for me, it just pales compared to how much I value Challenge and Reward. Alas this thread isn't about the reasonable risks that are necessary for fun gameplay. This thread is about excessive risks. |
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10/26/09 9:01:25 AM#180
Originally posted by heremypet Then by your logic, jumping a distance of 12 feet on a sidewalk, and jumping 12 feet between rail cars on a moving train are the same. The challenge is identical. But tell me, would your preparations for these two feats also be the same? What about the spectators, would they react the same? Would you're pulse be the same while you're jumping? Would you take the same amount of pride in either situation? No, the only thing that is the same is the challenge, just about everything else is different. I assume you play FPS where you respawn immediately after dying, what's the point? I would prefer CS style FPS where when you die you wait until the end of the match. You know it's funny how that style of FPS makes people play smarter, now why is that? Doesn't sound "totally stupid" to me.
Who cares about the spectators? We are talking about GAMES here, not performing arts. And yes, the challenge is the same. The only difference is that no one is going to try to jump between moving trains because the penalty is so harsh .. and thus ... BAD for the "sport of jumping 12 feet". Have you ever watched a little sport game called the OLYMPICS? You mean the long jump in the OLYMPICS is meaningless because there is not moving trains in between? LOL ... Well, as someone said before, you are in teh minority preferring down-tijme and no fun activity. Of course I respawn immediately if I play FPS. The point is that i got to shoot more people. You play FPS to wait? I play FPS to have fun. |
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