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The Pub at MMORPG.COM  » Ideal Death Penalty?

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50 posts found
  spades07

Apprentice Member

Joined: 6/14/08
Posts: 784

11/04/09 10:03:31 AM#21

IDeal death penalty- where you lose certain gained bonuses which were accrued while you were alive and xping. So maybe a 5% chance of heal crit is added while you're xping for a while, then the second you're dead you lose that.

  Ruyn

Novice Member

Joined: 12/09/08
Posts: 1086

11/04/09 10:04:07 AM#22

Darkfall and soon to be Mortal Online have it right.  FFA full loot PVP.  Dieing has consequences, as it should be.

  Caleveira

Novice Member

Joined: 9/13/09
Posts: 563

11/04/09 10:05:23 AM#23

Full loot will never be anything more than a niche. I like xp loss with a chance to drop a few items. That alone makes for a stiff enough death penalty.And ill also stick with my animal reincarnation suggestion from the indian MMO thread, great comedic effect without breaking immersion and can be worked into a lot of quests...

Just to make things clear...
I speak for myself and no one else, unless i state otherwise mine is just an opinion. A fact is something that can be independently verified, you may challenge such but with proof. You have every right to disagree with me through sound argument, i believe in constructive debate, but baseless aggression will warrant an unkind response.

  Angelicremix

Apprentice Member

Joined: 11/01/09
Posts: 20

11/04/09 10:39:10 AM#24

When I die in game, the majority of the time it isn't due to my own mistakes.  It's because some idiot trained a bunch of mobs on me when I was already in a fight, or I get an unfortunate respawn while fighting a mob.  I play safe, I don't like getting into situations I can't handle because it wastes my time and money. 

It sounds like cruel and unusual punishment to lose gaming progress in the form of a permanently deleted character.  You guys can be as hardcore as you want, but I don't fork over fifteen dollars a month just so I can be subject to punishment due to the idiotic choices of other players. Plus I generally like to have fun when I game, and that just doesn't sound like a whole lot of fun, especially when I'm paying for it.

However, I do think it fair that some sort of death penalty exists.  I think the most effective and fair method of death penalty I have come across is in AO.  You save your experience, and if you die, you lose all of the experience gained since your last save.  If you gain a level, it is an automatic save.  Save points are only in major cities.

This made me think hard about what I was really risking every time I took on a mob or went into a dungeon.  I also think experience debts are fair.  I don't mind being forced to pay back a certain amount of experience before continuing to gain my level.  Both of these methods force people to think about what they are doing.

  User Deleted
11/04/09 10:42:42 AM#25

I predict that the next MMO phenomenon will be the one that embraces permadeath.

  ChrisMattern

Novice Member

Joined: 5/04/05
Posts: 1469

11/04/09 10:46:56 AM#26


Originally posted by heremypet
I predict that the next MMO phenomenon will be the one that embraces permadeath.

As long as you can get killed by a glitchy connection, the chances of that are exactly zero.

  ChrisMattern

Novice Member

Joined: 5/04/05
Posts: 1469

11/04/09 10:49:39 AM#27


Originally posted by Angelicremix
When I die in game, the majority of the time it isn't due to my own mistakes.  It's because some idiot trained a bunch of mobs on me when I was already in a fight, or I get an unfortunate respawn while fighting a mob.  I play safe, I don't like getting into situations I can't handle because it wastes my time and money. 

Sometimes it isn't your fault. A lot of the time it is. An "unfortunate respawn"? You should know where the respawn points are and not have your camp on top of one. You should also have enough party discipline that your party members don't wander away from camp and aggro something. If you do get a link, I have yet to see an MMORPG that did not provide you the tools to handle links--most of the time it's called "Sleep".

If someone is intentionally training mobs on you, that can be a different matter. I note that a lot of MMORPGs have implemented game mechanics where it's hard for someone not in your party to train mobs on you. If you are having trouble with that, you can generally complain to the GMs about it.

  Angelicremix

Apprentice Member

Joined: 11/01/09
Posts: 20

11/04/09 1:09:24 PM#28
Originally posted by ChrisMattern

 


Originally posted by Angelicremix
When I die in game, the majority of the time it isn't due to my own mistakes.  It's because some idiot trained a bunch of mobs on me when I was already in a fight, or I get an unfortunate respawn while fighting a mob.  I play safe, I don't like getting into situations I can't handle because it wastes my time and money. 

 

Sometimes it isn't your fault. A lot of the time it is. An "unfortunate respawn"? You should know where the respawn points are and not have your camp on top of one. You should also have enough party discipline that your party members don't wander away from camp and aggro something. If you do get a link, I have yet to see an MMORPG that did not provide you the tools to handle links--most of the time it's called "Sleep".

If someone is intentionally training mobs on you, that can be a different matter. I note that a lot of MMORPGs have implemented game mechanics where it's hard for someone not in your party to train mobs on you. If you are having trouble with that, you can generally complain to the GMs about it.


 

I was thinking of instances in AO, specifically in the temple.  You and your party are taking things slow and all of a sudden you see a bunch of players from a different group run past you.  They are training mobs all the way from the end of the instance, trying to survive. You and your group get caught in the train and everyone is dead before you knew what hit you.  Do I, as a player, really deserve permadeath for that?  In the same instance, you can come across a fully cleared room, but who knows how long it's been cleared for.  Sometimes when trying to pull mobs back into a cleared room, you get caught by respawns because you didn't know where the mobs were or how long they'd been gone for.  Mistakes happen.

My main point is that sometimes the circumstances of your death are beyond your control and not due to a mistake you yourself made.  You pointed out internet connections, that is another good point.  I just don't see the fun in a game where you could lose everything you've worked for due to a technicality.

  ChrisMattern

Novice Member

Joined: 5/04/05
Posts: 1469

11/04/09 1:21:34 PM#29


Originally posted by Angelicremix

Originally posted by ChrisMattern

 



Originally posted by Angelicremix
When I die in game, the majority of the time it isn't due to my own mistakes.  It's because some idiot trained a bunch of mobs on me when I was already in a fight, or I get an unfortunate respawn while fighting a mob.  I play safe, I don't like getting into situations I can't handle because it wastes my time and money. 



 
Sometimes it isn't your fault. A lot of the time it is. An "unfortunate respawn"? You should know where the respawn points are and not have your camp on top of one. You should also have enough party discipline that your party members don't wander away from camp and aggro something. If you do get a link, I have yet to see an MMORPG that did not provide you the tools to handle links--most of the time it's called "Sleep".
If someone is intentionally training mobs on you, that can be a different matter. I note that a lot of MMORPGs have implemented game mechanics where it's hard for someone not in your party to train mobs on you. If you are having trouble with that, you can generally complain to the GMs about it.

 
I was thinking of instances in AO, specifically in the temple.  You and your party are taking things slow and all of a sudden you see a bunch of players from a different group run past you.  They are training mobs all the way from the end of the instance, trying to survive. You and your group get caught in the train and everyone is dead before you knew what hit you.  Do I, as a player, really deserve permadeath for that?  In the same instance, you can come across a fully cleared room, but who knows how long it's been cleared for.  Sometimes when trying to pull mobs back into a cleared room, you get caught by respawns because you didn't know where the mobs were or how long they'd been gone for.  Mistakes happen.
My main point is that sometimes the circumstances of your death are beyond your control and not due to a mistake you yourself made.  You pointed out internet connections, that is another good point.  I just don't see the fun in a game where you could lose everything you've worked for due to a technicality.


I absolutely agree that sometimes it IS not your fault, and for that reason, permadeath is stupid. But I think death should sting a bit--not be enormously punishing, but sting a bit. I still think the death penalty in FFXI gets it almost exactly right--you lose somewhere between 10 minutes to maybe an hour's worth of experience as earned in a good XP party, depending on your level and whether or not you can get a Raise. Delevelling if the XP loss takes you below a level boundary is perhaps a bit harsh, but smart players know not to knock off as soon as you level--you stay on and get a buffer so you don't delevel if the worst happens.

  Josher

Novice Member

Joined: 7/25/03
Posts: 2808

11/04/09 1:27:33 PM#30

 Vanilla WOW before gold flowed like water and there was only 1 graveyard per zone. The execution was CREATIVE...a ghostly alternate world.  You had 2 choices so you could run back a few minutes and some gear degradation or just pay the spirit for some temp stat loss.  The repair bills were fair at the time making you NOT want to die and could get sort of nasty with consecutive wipes with epic gear.  It stung without pissing you off.  I don't enjoy games that piss me off, but hey, some people enjoy being frustrated...I guess a game is cheaper than a shrink;)

Anything that equals around 10 minutes of total playtime when you add it all up is fair .  Penalties that can equal hours of replaying is a kick to the nuts and frankly, if you like that sort of thing you SERIOUSLY have no life or don't value your time.  You're paying a monthly fee to replay what you just did.  Think about that really carefully.

For all of those people who want harsher death penalties, you have plenty of tools at your disposal to increase any MMO's current penalty to your own hearts content.  BUT you won't.  We've been down that hypocritical road before=)

  Lansid

Novice Member

Joined: 8/21/03
Posts: 1105

"Remember... no matter where you go... there you are!"

11/04/09 1:46:14 PM#31

 RL death, but you can pay 19.95 to stay your "execution" per death.

"There is only one thing of which I am certain, and that's nothing is certain."

  Axehilt

Elite Member

Joined: 5/09/09
Posts: 5372

11/04/09 1:53:49 PM#32
Originally posted by Kalvasflamm

I find it hard to describe (especially in English while coming from Germany ;) and perhaps its a bit OT too. Everyone has a own opinion. And tbh: I kind of envy you. If you love instanced based games, you sure have a lot more games too chose from than I do :(


 

Your english is great, and you did a much better job explaining why you want that type of death penalty than I expected.  I still don't want that type of penalty personally, but you explained the logic behind what you want very well. (:

  Astralglide

Advanced Member

Joined: 9/03/07
Posts: 679

"Nothing says combat instancing like cleavage, nipples, and leather"
-Sanya Weathers, 2009

11/04/09 1:56:17 PM#33
Originally posted by Pkmn_knight

Well I'd thought I'd ask people what their ideal Death Penalty in a mmorpg would be. I've made a small poll (like I do every thread) to show general options about it.  

But I want people to post what they think would be best. I hope I didn't leave any obvious one out of the poll

 

Mine would be either a Character deletion if the system was made so people can't just go arround killing everyone easily.
 

Or a Heaven system where's players go to a heavenly or Hell like place(depends on mechanics or lore religion or whatever) then there could be ways to be brought back to life. From a quest, to something like players having to gain ingredients for a body and resurrect soul.(Or for cash shop games, buy quick easy way out)

Well, I need to fully and totally disagree with character deletion. I put a lot of time into my toons and I would never play a game that threw away all that time and effort from a death.

Stat Loss: Maybe, but it needs to be either limited by time or fixable

Experience Loss: maybe

Money Loss: Lose 25-50% of your gold upon death? As long as there is a bank to store your cash.

Full Gear Loss: No-one's taking my epics, period.

Item Loss: Again, no

Heaven/ Hell: NOW HERE IS A GOOD IDEA! Pay attention Blizzard and Bioware: this is one of the more innovative ideas that I have heard recently. This not only adds a little more of a time sink to death (like the penalty in WoW, but also adds further quest and story options. In fact, having an MMO that operates on multiple planes is something that I would definately take a serious look at.

A witty saying proves nothing.
-Voltaire

  Axehilt

Elite Member

Joined: 5/09/09
Posts: 5372

11/04/09 2:00:19 PM#34
Originally posted by spades07

IDeal death penalty- where you lose certain gained bonuses which were accrued while you were alive and xping. So maybe a 5% chance of heal crit is added while you're xping for a while, then the second you're dead you lose that.


 

Definitely a great approach.  I like it.

  Ilvaldyr

Novice Member

Joined: 8/31/08
Posts: 2163

11/04/09 2:00:48 PM#35

Losing XP, levels, items, stats, skills, your character, etc .. those are just forcing timesinks on the player so that they have to grind back what they have lost. I don't understand why some players are so keen to artificially punish themselves.

My opinion is that the ideal penalty for failure is .. failure.

If I have a quest to go into a dungeon and kill a boss at the end, but I die halfway down .. respawning outside and having to start the entire dungeon again would be enough of a penalty for me. I failed to achieve the objective, so I have to try again.

All I "lose" is the time I spent on my first attempt, and if the content is well designed and fun then I should be happy to try again because, despite ultimately failing, I enjoyed the dungeon.

Edit: I'm fine with reasonable gold-sinks (repair costs, etc) too, and I like the idea of accruing bonuses/buffs while alive that are lost upon death. Such things penalise but don't punish.


Playing: EVE, Final Fantasy 13, Uncharted 2, Need for Speed: Shift

  Nightbringe1

Novice Member

Joined: 12/23/07
Posts: 686

11/04/09 2:06:45 PM#36
Originally posted by altairzq

Corpse run naked with no maps no coords no nothing, only your friends to help you. This makes you respect the environment, respect others, help others, which means not being an asshole in game.


 

The good old days of EQ, where death was meaningful. The above penaltiies combined with an xp loss equivilent to about 10% of a level.

This was actually the best death penalty system I have seen to date. You were more careful, groups actually thought about what they were doing, and an epic recovery was something you could look back on for years to come. ( I still remember the corpse recovery after we wiped breaking into the Plane of Fear, I also remember a couple of months later helping another guild with their corpse recovery after they wiped in the same place. ).

Any fool can criticize, condemn and complain and most fools do.
Benjamin Franklin

  tro44_1

Apprentice Member

Joined: 6/20/06
Posts: 1836

I Love the Holy Warrior Archtype

11/04/09 2:16:12 PM#37
Originally posted by Kalvasflamm

Simple: I can't imagine a better Death Penalty than Full Loot Drop. Why? Its kind of realistic, I think. You die, people take your stuff -> just like in RL ;)

I do not like these abstract ideas like skill loss, less experience etc. And I really hate the Wowish-games, where there is hardly any penalty to death. Imho, you can not win, if you are not able to lose sth.


 

Real doesnt always equal better. Just look at GT racing game from Sony.

Imo, Gear Damage, is the perfect DP. + Stat Damage. Similar to WoW.

DP, when its very risky, will scare off Players in World PvP. This is Bad. Why,,,,??

Because World PvP gets its epicness from the Population Numbers. Reducing the numbers (by scareing off players), reduces the Epicness.

  Lansid

Novice Member

Joined: 8/21/03
Posts: 1105

"Remember... no matter where you go... there you are!"

11/04/09 2:23:41 PM#38
Originally posted by Astralglide
Originally posted by Pkmn_knight

Well I'd thought I'd ask people what their ideal Death Penalty in a mmorpg would be. I've made a small poll (like I do every thread) to show general options about it.  

But I want people to post what they think would be best. I hope I didn't leave any obvious one out of the poll

 

Mine would be either a Character deletion if the system was made so people can't just go arround killing everyone easily.
 

Or a Heaven system where's players go to a heavenly or Hell like place(depends on mechanics or lore religion or whatever) then there could be ways to be brought back to life. From a quest, to something like players having to gain ingredients for a body and resurrect soul.(Or for cash shop games, buy quick easy way out)

Well, I need to fully and totally disagree with character deletion. I put a lot of time into my toons and I would never play a game that threw away all that time and effort from a death.

Stat Loss: Maybe, but it needs to be either limited by time or fixable

Experience Loss: maybe

Money Loss: Lose 25-50% of your gold upon death? As long as there is a bank to store your cash.

Full Gear Loss: No-one's taking my epics, period.

Item Loss: Again, no

Heaven/ Hell: NOW HERE IS A GOOD IDEA! Pay attention Blizzard and Bioware: this is one of the more innovative ideas that I have heard recently. This not only adds a little more of a time sink to death (like the penalty in WoW, but also adds further quest and story options. In fact, having an MMO that operates on multiple planes is something that I would definately take a serious look at.

Hmmm... ok my version of Hell would be in order to get out, you need to navigate a 100x100 grid, with no ambient lighting, and there is a maze-like safe path that you need to navigate in order to get to the door on the other side. The catch is each time you try, the maze randomly changes, and 1/2 of the tiles are safe to walk on, the other half are insta-death which makes you re-navigate the maze, minus one full level of experience... and this grid must be navigated by crouching (because of the low ceiling).

My second idea would be to make getting out of Hell easy, all you need is a "key or pass" to exit the secured portal. In order to get said key or pass it is dropped in a random location in an open PvP area with full loot option. ALL PvP'ers go who die, (gankers/BG kind of people, ect) are thrown into one massive, singular zoned arena. ONE key spawns in the middle of this circle every HOUR on the hour. The diameter of this circular hell is a virtual 5 miles, and with each spawn the portal exit changes as well.

My thrid idea of hell would be to show some awesome CG sequence of lens flare glory... all the while in the background force the computer to uninstall their game, block all IP addys to every MMO game other than Everquest, have the computer install only EQ classic, and force the internet connection to operate at only 14.4 baud.

 

"There is only one thing of which I am certain, and that's nothing is certain."

  Kalvasflamm

Apprentice Member

Joined: 10/31/09
Posts: 41

11/04/09 2:24:28 PM#39
Originally posted by Torik
Originally posted by Kalvasflamm 

With "winning" I mean, that I can not play a game, where death has hardly no consequence. Why?  Because I could not get ANY thrill out of it. I love the idea, that whatever I do, there could always someone behind the next corner, kill me, and take all my things. "Winning" is the thrill I get out of game. Jesus, in UO I shit in my pants every time some red pops out, while I am hunting, fishing, Idocing, etc.


This is the real 'great divide' in this debate.  To someone like me what you described sounds weird and borders on a mental problem.   You seem unable to derive pleasure from basic game features without adding a masochistic element to it.  Rather than getting enjoyment from the challenge you enjoy the artificial fear that is generated.  It reminds me very much of the college kids who seem unable to have 'fun' without getting blind drunk.

 

 

Hmm, to be honest, I think the real problem is what you define as "challenge". It is no challenge for me doing some PvE-Stuff, Quests etc. There is nothing unpredictable in it. Same goes for raids. Although I do understand what some people "get" from this (achieving a "greater" goal with the guild for example), I really can not stand it. I am simply bored to death. I miss the "unpredictable"-factor that only comes from playing against other humans. I mean, why do people play games like Counterstrike, Battlefield etc. instead of just playing offline Unreal 3 or Half Life 2? Humans always act unpredictable. Its much more fun. And if you refer to PvP without Death Penalty, I do have the same opinion as already was stated: I do not like meaningless PvP.

As you may have already noticed, I LOVE Ultima Online. Let's take an example from UO: I remember farming Earth Elementals in the dungeon Shame, back in the days when my char was weak. I killed those things for hours, getting better and better in swordsmanship. I had a backpack full of gold and magic items. I knew it was time to get out of the dungeon and recall to Britain to bank this stuff. Suddenly a bunch of red guys came riding into the dungeon and saw me. I rode as hard as could, these murderers always on my back. Somehow I managed to get them off, and suceeded to hide a screen away. My heart was *BOOM BOOM BOOM*, Pulse about 200 I think. I recalled to Britain, banked that stuff, and was very very happy! 

On the other side, I do remember mining in UO; had a full backpack with valorite stones, a red guy pops up, boom I am dead. What I mined for hours - Gone. I sat in front of PC, sreaming and yelling. After I while I settled, my pulse went back to normal and I had to laugh:  I loved about a great game, which enables me to participate in all those emotions!

And exactly these emotions are the reason for me to not play games like WoW, War, etc. (I do have tested them for some months, but quickly bored me to death).

 

  decoy26517

Novice Member

Joined: 7/14/09
Posts: 319

11/04/09 2:28:09 PM#40

WoW repair system is the best. You don't have to constantly start over with full loot loss systems, you don't feel like your sliding back constantly with XP loss and it can still sting because if you aren't careful you'll run out of money fast.

"World of Warcraft is the perfect implementation of this genre." - Hilmar Petursson. CEO of CCP.

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