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Death and what is actually costs ??? Needs to implement meaniful consequences ASAP.

Discussion in 'Release 32 Feedback Forum' started by Weins201, Aug 19, 2016.

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  1. Bowen Bloodgood

    Bowen Bloodgood Avatar

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    While I generally approve of more natural feeling solutions. I'd rather not feel like players are reducing themselves to a pack of vultures every time someone around them dies.

    Having to retrieve your stuff should be part of offline death mechanics though. Unless by chance your companions survive the encounter and loot your corpse for you.
     
  2. Lazlo

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    I'm totally fine with not ever having any significant penalties for dying. I think the main thing is that dying should never work to your advantage. You shouldn't be able to use ghost form to get through zones or past mobs that you couldn't otherwise. If that were worked out and dying was never advantageous, it really wouldn't bother me at all if the negative side of dying was never anything more than very minor inconvenience (in PvE anyway).
     
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  3. Bowen Bloodgood

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    Not to quote the PvPer or anything but no risk.. no reward.

    If you don't care whether or not you die then there is no sense of risk.. if there's no sense of risk there's very little (if any) sense of accomplishment in overcoming that risk and that.. gets old pretty quickly.
     
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  4. Arkah EMPstrike

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    The idea proposed by devs only suggested dropping items aquired in that same scene session. Items you arrive on scene with would remain safe
     
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  5. Baalice

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    Although I'm not casual, I have friends who are. Sometimes I myself don't have as much time to play as I would like. However, comments like this show how people truly feel about others' playstyles somehow wrecking these types of games for them. Self entitled is a bit much, as is expecting games to cater to them. The industry has changed, it's trying to draw as much of a population as possible and there are systems in place to do just that. You think if a game has nothing but hardcore players then it's going to do just fine? I disagree. Times have changed.

    If they add more to the penalty, I'll probably just deal with it even if I think it sucks. My days of doing stupid corpse runs are long since over though, that's a deal breaker for me. Also gone are the days I'd spend time in games to work on stuff, have a couple bad runs and when I log out, I'm actually worse off than when I started. I would have been better off not playing and I'd also have that wasted time back. So, again, that probably won't fly with me if they enable some type of XP hit in addition to decay. If your pool is cleared, there's nothing to mitigate the decay and you've essentially lost skill points. No thanks. DAoC's penalty didn't bother me. You die, you lose xp. You get a grave marker left where you died worth like half of the xp you lost. You go and /pray at it, you get it back. If I wanted to risk it, fine. If it was in some dicey area, I might say forget it and let it decay and take the xp hit.

    You have to have systems in place to discourage dying for profit, sure. If I die trying to get through a control point, I should only be able to res at the entry point, not run to the other side, res and exit. If people want more risk vs. reward style, they should do difficulty sliders like D3 or something. If you want that kind of punishment for better loot, be my guest. I'm logging in to have fun, not to min/max or be the ultimate crafter or something. My power gaming days are over. I backed this because it seemed different in that regard. If I'm playing 'casual' one day, so be it. I don't feel entitled to it or want the game to cater to me but damn, man, keep the penalty systems to an average level and have options for higher or something. Not all of us are hardcore (anymore) and just want to log in, get some stuff done, have fun and log out.

    Edit: Also, I've backed this for a lot so it would take a lot for me to just give up on it and take such a loss. Being pushed into offline mode isn't ideal, but I doubt it would be as restrictive as the community is trying to make it. (alluding to other posts going on in addition to this, not just this solely.) Some of the things I've read are rough enough. Cumulatively, I think it's going to make this much more slanted to hardcore.
     
    Last edited: Aug 20, 2016
  6. Ravicus Domdred

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    @Katrina Bekers. I appreciate your stance here as I am from the same mold. Though today is a different era and there are many that are too thin skinned for this stuff. I have thought up a system that would allow the guild warfare to judge how harsh the warfare would be as to try to cater to the casual and to the hardcore. If you would look at what I have suggested here, and comment on it it would be great. I think it would cover a lot of bases.
     
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  7. Lazlo

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    Has the idea of spawning dead players at the zone in where they entered been considered before? If you had that plus gear damage, you couldn't use death to advance in/through zones and you would have a penalty that could scale to the zone. If you are in an easy starting zone like West Perennial, not a big deal. If you are fighting your way through a dungeon, much more of a setback.
     
  8. Baalice

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    @Ravicus Domdred, well, I know I'm not thin skinned. Hope my post doesn't make you think that. If so, it is what it is. However, I do like that you've switched to Iron Maiden's Seventh Son. It's a much better avatar. LOL.
     
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  9. Ravicus Domdred

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    :) well if your not I certainly was not talking about you. I was of course being general in my comment because of the direction that pvp has gone. Maybe I should have said not as thick skinned as it used to be lol. But yes I kinda like this avatar pic a bit better! :) (really need a "rock out" emoj)
     
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  10. Earl Atogrim von Draken

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    Well the problem with that idea is that it would only hurt Single Players and small guilds.
    The big guys already have teleporting Networks in place anyway.
     
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  11. Jynx

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    I hope that we need to get back to our corpse to resurrect. Ghosting is now an easy way to traverse dangerous areas with no consequences.

    Alternatively resurrect at an ankh, but get back to your corpse to retrieve your inventory.
     
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  12. Baalice

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    Well, maybe we can start a poll. I vote a big, fat 'NO' to corpse runs of any kind. :p
     
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  13. Lazlo

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    People in big guilds still get killed though. Most boss mobs and a lot of resource stashes are pretty deep into zones, so having to go back to the entry on death does cost some time.

    I think everyone can at least agree that running in the snow in your underwear through packs of wolves and enemy camps shouldn't ever be the best strategy for getting somewhere. That should be fixed even if the fix alone isn't enough of a penalty for death.
     
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  14. redfish

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    @Baalice,

    I don't really even really buy into the casual vs. hardcore gamer dichotomy. I think most people just want to play fun games.

    I think there are games that can be considered casual (puzzle games) and some that be considered hardcore (complex war games). But I think either can either be played casually or in a hardcore fashion. Its like if you read a book; it doesn't matter how complex it is, you can still read it an hour at a time. Ultima, I considered on neither extreme; neither hardcore nor casual.

    I think dividing the market into casuals and hardcores is more of a marketer's thing than anything else.
     
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  15. Ravicus Domdred

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    how about paying a toll to a npc "corpse looter" that would bring your stuff back to you
     
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  16. Rofo

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    That won't discourage me at all, because I'm only looting in zones where I have no chance of dying.
    Normally I don't loot it costs me xp/hour to loot.
     
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  17. Rofo

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    Yah that'll be fun when the new Melee experiance flies you off the ledge in the rise, and now your corpse is parked under a dragons butt.
     
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  18. Rofo

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    In Most dungeons you ghost your way back to the entrance, because it's the only ankh that is safe to rezz at.

    If they want to stop us from ghosting through Choke points all they have to do is put a door that ghosts can't open in the way. Ankh on both sides of the door, so no matter what side your on that's the side you rezz on.

    In that scenario, peeps would just go into Multi-player and wait for a high level to cross the zone, and just follow in their wake.
     
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  19. Lazlo

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    All of the mines have ankhs further in that are safe to res at. So does Hilt iirc. Even some outdoor zones are a pretty long hike from zone in to certain stuff. It wouldn't be a huge deal or anything, but it is a negative and also eliminates the possibility of benefiting from death.

    It would be even easier to to follow someone through a control point in multiplayer if you can die and follow someone through the gate as a ghost. Most people don't stop and kill everything when running through a zone to get somewhere, so there is still some risk of getting killed even if you wait for someone else to run through. In any case, having to change modes and wait for an escort to get through a zone is a form of penalty also. I would still like the gates much more than the way it is now, but I'd also want to see them on mines and maybe some other places if they went that way.

    edit: I wouldn't even care if all control points disappeared tomorrow, btw. I just think it's dumb that ghost form can be a power up.
     
    Last edited: Aug 20, 2016
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  20. Ravicus Domdred

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    I think many of these zones have npc placeholders in them for now. I think there will be more content added to them as we progress in development. I do not think it will be as easy as it is now.
     
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