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The Pub at MMORPG.COM  » Should MMOs remove the death penalty?

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208 posts found
  RefMinor

Novice Member

Joined: 7/16/11
Posts: 3542

Hipster

2/14/13 12:38:54 PM#141
Maybe they should just remove death, no child left behind.
  Icewhite

Made History

Joined: 7/11/11
Posts: 6495

Pink, it's like red but not quite.

2/14/13 1:10:10 PM#142
Originally posted by dave6660
Move the slider up the rewards become better and better.  You're risking more and receiving more.

Can't have hardcoded loot tables though. :stare Blizzard:

I wonder how often gamers realise just how many things are the way they are, not for well thought out game design reasons, but for cost/benefit--it was just easier to code that fast and dirty.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  Dexter2010

Apprentice Member

Joined: 7/15/12
Posts: 151

2/14/13 1:26:38 PM#143
Originally posted by TheScavenger

Should MMOs remove the death penalty? It never really made sense to me. Especially in the older MMOs.

 

You are dead! Lose 25% of your stats and/or skills! (usually a debuff for x amount of minutes or needing to earn x amount of exp/kill x amount of monsters to remove it)

 

This never made sense. Okay, so I die...I lose 25% of my ability...how am I supposed to kill anything to remove the debuff? Even if it is just 30 minutes...that just means I can't play for 30 minutes? Especially since most MMOs penalize you for killing weaker stuff than your level/skill...so...this seems very counter beneficial

 I too dislike the penalty but it's a way for devs to prolong your gaming experience or sub. Too weak to fight now? You have to continue later.

Then if all your gear is damaged...how are you supposed to continue in a dungeon or a raid or do anything? gear is very important in almost all MMOs...I guess go and repair it...but usually...ESPECIALLY for tanks...its so expensive, sometimes you cant even afford to repair it all.

 I've had many people turn down group activities because they couldn't afford the anticipated repair bill, usually after a recent purchase. Imagine, you bought new gear but can't afford to use it.

And then it runs into the same problem as losing stats/skills...but even worse...because gear is usually way more important...so without fully repaired items, again...you are penalized so much, you can't do anything.

 

So going back to the original question...should MMOs remove the death penalty? Or, at least change it to something that still lets you...you know...still play the game even if you die?

Definitely get rid of it! When was the last time you heard someone say "Woohoo! I got rez sickness! I'll join you in another 10 min." Or "I'm repeatedly committing suicide because my repair bills cost too little." In WoW, people try to retrieve their bodies to minimize damage.

  Mari2k

Novice Member

Joined: 9/18/07
Posts: 385

2/14/13 1:29:55 PM#144

losing progress in mmos is always bad, that make ma want to shut down the game.

The best penalty was in CoH, remember dept-brothers ? :-)

  wesjr

Apprentice Member

Joined: 3/22/04
Posts: 362

2/14/13 1:38:29 PM#145

I feel the lessing of death is what caused the zerg fest we have now a days.  I remember back in EQ when taking a xp hit was something you went out of your way to avoid, not anymore though.

 

You would spend time and plat to get a cleric to come rez you!

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 19928

2/14/13 2:32:12 PM#146
Originally posted by wesjr

I feel the lessing of death is what caused the zerg fest we have now a days.  I remember back in EQ when taking a xp hit was something you went out of your way to avoid, not anymore though.

 

You would spend time and plat to get a cleric to come rez you!

Zerg fest is *good*. You would rather players be timid and do nothing most of the time, than rushing into battle and try out the new skills?

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 19928

2/14/13 2:33:41 PM#147
Originally posted by Icewhite
Originally posted by dave6660
Move the slider up the rewards become better and better.  You're risking more and receiving more.

Can't have hardcoded loot tables though. :stare Blizzard:

I wonder how often gamers realise just how many things are the way they are, not for well thought out game design reasons, but for cost/benefit--it was just easier to code that fast and dirty.

What hardcoded loot tables? Last time i played Diablo 3, you can adjust drop rates by changing difficulty levels. Last time I play WOW, i can choose a different level of raid for different level of drops.

  wesjr

Apprentice Member

Joined: 3/22/04
Posts: 362

2/14/13 2:44:10 PM#148
Originally posted by nariusseldon
Originally posted by wesjr

I feel the lessing of death is what caused the zerg fest we have now a days.  I remember back in EQ when taking a xp hit was something you went out of your way to avoid, not anymore though.

 

You would spend time and plat to get a cleric to come rez you!

Zerg fest is *good*. You would rather players be timid and do nothing most of the time, than rushing into battle and try out the new skills?

I would prefer they learn that new skill before they join a raid or just 'rush' into battle.

  Aeonblades

Apprentice Member

Joined: 10/12/12
Posts: 2123

2/14/13 2:51:33 PM#149
Originally posted by nariusseldon
Originally posted by Aeonblades
Permadeath is not fun, but there should always be a penalty for rushing in blindly into a fight and getting killed. Experience loss was one of the best things about EQ1 because it actually matters where you went and how you went about things. Nowadays a death costs you 10 seconds to time. The entire thought process is gone from staying alive because there isn't a real penalty.

The many players who play D3 hard core would disagree.

Personally it is not fun for me, so i don't play hard core mode. But obviously there are those who find it fun.

We are talking about MMO's not ARPGs, thanks.

Currently Playing: ESO and FFXIV
Have played: You name it
If you mention rose tinted glasses, you better be referring to Mitch Hedberg.

  dave6660

Advanced Member

Joined: 9/26/08
Posts: 2347

"Next time I see you, remind me not to talk to you."

2/14/13 3:01:09 PM#150

Let's resurrect I-D-D-Q-D.  Then we can all brag about our l33t skillz.

"Why so serious?"
-- The Joker

  Mykell

Advanced Member

Joined: 4/30/06
Posts: 602

2/14/13 3:32:51 PM#151

Rather than a one size fits all i would rather see differing death penalties in all games. Of course mass market mmo's means catering to the widest possible audience which is why you see death penalties watered down so much.

It won't be long before some smart developer starts rewarding people for dying.

Playing Path of Exile has made me realise how much i actually miss the old days. A decent death penalty means i am more considered in how i play rather than trying to Rambo through everything. It's nice to have to turn tail and run for your life trying to survive rather than just going down swinging, respawning and charging back into the mobs for another go.

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 19928

2/14/13 3:33:38 PM#152
Originally posted by wesjr
Originally posted by nariusseldon
Originally posted by wesjr

I feel the lessing of death is what caused the zerg fest we have now a days.  I remember back in EQ when taking a xp hit was something you went out of your way to avoid, not anymore though.

 

You would spend time and plat to get a cleric to come rez you!

Zerg fest is *good*. You would rather players be timid and do nothing most of the time, than rushing into battle and try out the new skills?

I would prefer they learn that new skill before they join a raid or just 'rush' into battle.

Doesn't matter when they learn it. If the death penalty is too high, they are less likely to try and learn in other settings too. And if you don't rush into battle, how do you learn the raid? You never play a practice raid before? (knowing that you are going to wipe, but just practice some manevers).

  Torik

Hard Core Member

Joined: 1/02/09
Posts: 2326

2/14/13 4:28:33 PM#153
Originally posted by wesjr

I feel the lessing of death is what caused the zerg fest we have now a days.  I remember back in EQ when taking a xp hit was something you went out of your way to avoid, not anymore though.

 

You would spend time and plat to get a cleric to come rez you!

 

I still go out of my way to avoid XP hits.  I simply do not play games that include these types of death penalties.  :)

 

I really do not see why anyone who avoided death in older games due to death panalties would stop doing so in games without a harsh death penalty.  That smacks of laziness and a lack of motivation.

  Thane

Hard Core Member

Joined: 8/14/03
Posts: 1900

I'm a leaf on the wind. Watch how I soar.

2/14/13 4:31:58 PM#154

thought they already removed it.

last games with propper death penalty i can remember are neocron and DAoC

"I'll never grow up, never grow up, never grow up! Not me!"

  Ozivois

Novice Member

Joined: 4/17/10
Posts: 600

2/14/13 4:37:43 PM#155

They need to bring experience penalty back to new MMO's. It's a true game changer.

 

  Alberel

Novice Member

Joined: 12/02/09
Posts: 1121

2/14/13 4:38:16 PM#156

When there's no penalty for dying there are no repercussions for failure. This causes all content to feel trivial as there is no risk to make the reward feel worthwhile.

This sort of thing just reinforces my belief that gamers want things that would actually harm their play experience just to make it easier... if you took away every inconvenience, challenge and penalty in a game it would be wholly unsatisfying to play. The feeling of exhilaration I'd feel in FFXI (a game where death means losing XP and losing levels) when completing major content was on a completely different level to what modern MMOs manage, and that was partly because of how big the risk was when tackling challenging content.

I wonder if the younger generation of MMO gamers actually even know that feeling...

  wesjr

Apprentice Member

Joined: 3/22/04
Posts: 362

2/14/13 4:50:19 PM#157
I would not mind no DP IF they offered achievements for not dying, or living x amoutn of time etc.
  gestalt11

Advanced Member

Joined: 5/17/06
Posts: 6169

2/14/13 4:59:02 PM#158

If you want a harsh death penalty play this:

 

https://crawl.s-z.org/#lobby

If you can win a game once you are probably better than 99.9% of all MMO players.

  berlight

Novice Member

Joined: 9/14/10
Posts: 163

2/15/13 6:58:31 AM#159

Ofcourse death penalty makes sense.

If there wasnt any kind of penalty people would just die and rush continuosly until they kill whatever they want to kill.

Bots paradise.

Beta tester maniac

  CalmOceans

Advanced Member

Joined: 5/06/11
Posts: 1836

2/15/13 7:16:12 AM#160

The death penalty servers a positive function in MMO.

It tends to help community building, it's no longer possible to zerg and make mistakes, it requires geting to know people, having faith in people, communicating with people.

 

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