Death oOooOOoOo!!

Discussion in 'Skills and Combat' started by RelExpo, Mar 16, 2013.

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  1. rild

    rild Avatar

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    It just bothers me that in games like wow you literally can't lose. This must have some effect on botting too. Personally, I think there should be a loss of experience at death if there isn't loot.

    The first death would have a moderate loss, perhaps equal to the experience that killing that monster would give you, or even half of that

    We shouldn't punish death too harshly, as it is inevitable, and it looks like we Avatars might be something like the Highlanders, where we just don't stay dead. Looking forward to more details on this.

    On the other hand, death should have penalty to discourage reckless behavior, or if we can reward players for not dying, that would be even better. Perhaps a bonus % of exp over time without death? This would only apply to combat experience, not crafting exp.

    It annoys me that in most games you pay gold as recompense for death thru mechanics like item dmg at death, or paying for a wholly unremarkable ressurection. I recognize the need for gold sinks, but I don't think this is the place for it- unless we want gold (and not skill) to be supreme in this game.

    Nachos supreme, taco supreme, burrito supreme, SUPREME!
     
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  2. MalakBrightpalm

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    Experience loss did something very nice in Everquest, it made being high level at all a true status symbol. Being able to maintain max level meant that you killed far more than you died. Anyone who was just inept at the game was literally unable to reach and or maintain high level, the xp loss from multiple deaths de-leveled them back to a point where their skill and ability were at balance with the difficulty of the game.

    This is not to say that most people couldn't reach high level by trying, but it made it an accomplishment to be proud of, unlike many modern MMO's, where reaching high level is easy, staying there is taken for granted, and people don't even start trying to learn how the game works until they are done leveling up. A system that promotes and encourages apathetic tactics and disinterested play.

    I fully support small xp loss on death.
     
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  3. Lord Vaylgar Vexsian

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    Well speaking from someone who was there from day one, the system was great for gamers and players like me, The problem is too many people who bought a PVP game then blamed everyone else after buying a PVP game , because they dont like PVP games, but once again ill say thats no one else fault if you buy a PVP game and dont like to PVP, UO was about realistic cause and Effect (consequences) which is what made most of the fans for the last 20+ years a FAN, all the Ultima series were the same way your choices governed your outcomes and you had consequences, I am will say this right off, if there isn't some system such as this in SoTA they will quickly lose their loyal fan base of the last 20+ years, and I can assure you that's not something RG needs to happen as the money for this game has come directly from those people, I dont lurk on the forums a lot and quite frankly I dont enjoy posting or reading the forums so I dont do it a lot, but some people need to wake up and smell the reality of the people who are , have been loyal to RG and why we are so DIE hardcore into his games.
     
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  4. Lord Vaylgar Vexsian

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    As since I also gave you an Option 4 previously, I also think with option 2 we should be old world style where the monsters loot you still I really enjoyed that aspect of RGs UO having a mob loot you and run off with some of your items, very fun, very realistc, and sometimes you killa mob and boom he has a bag of someones regents, or some of his gear.
     
  5. Violation Clauth

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    How about a 10 minute debuff that stops you from being able to gain XP... it's not an upfront loss of XP but it could hurt more/less... just a thought.
     
  6. Lord Vaylgar Vexsian

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    Well yes but what was saying was if they wanted to care-bear the system down some, innocent people good in nature and karma would be set to only losing a set number of items per death, 1-3 , 1-5 depending on their karma status and the killer murderer would have choice of that many items from their bags, and as you got more and more evil or criminal however you wish to put it, the penalty of death becomes worse.

    I mean rewards people of good virtue with less loss upon being murdered, however they still have to get their body back , right? And the more evil or less virtuous you are the higher the penalty for death becomes, higher risk, higher rewards . Pure evil AKA Dread Lord Status full possible loss of gear, full loot .
     
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  7. rild

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    Yeah, but then you just sit for ten minutes, or go sell stuff, and you don't actually suffer a penalty, aside from a minor time-sink. There might be some other versions of this that could work though, I just like the straightforward nature of XP loss. It doesn't make your jump through a bunch of hoops to get back to playing, but it does make death an inconvenience beyond the walking back to your corpse thing. It also makes the compensation for failure in fighting success in fighting.

    EDIT -- I would also be interested in partial loot as a penalty for death where it makes sense. Kill the mob, get your shield back, etc.
     
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  8. krom

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    Having played games of all three kinds:
    Option 2 + Option 3 for "Newbie time"

    While #1 gives you tons of adrenaline, it's just too hardcore. One ringing door bell, one phone call, server lag, etc. and thats it.
    #3 is the complete opposite, it's boring, there's nothing at stake so you don't get much adrenaline pumping through your veins. :) Repair costs are just another boring hassle to deal with, really.
    Leaves Option #2 as the best and out of all three I like it the most (still).

    Not saying that I had much fun with getting blank looted in the middle of nowhere back in UO. There should be some kind of limitation to corpse looting this time.
     
  9. Vagabond Sam

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    I prefer option 2 with a timer before you become fully lootable. Timer may decrease over multiple deaths to discourage zerging and items are taken by Monsters/PC involved.

    solves the issue that may arise in #3 if you die to a disconnection or something similar out of your control, but still instils danger if you repeatedly try to tackle a fight without the correct preparation or strategy.

    And as has been mentioned perhaps different hexes instil debuffs to the timer making it more 'lethal' as an area.

    kinda how Security sectors in Eve online work with lower security areas baring more risk of death with Null sec being lawless but stations being high sec and PvP is difficult at the best of times.

    A 'safe' hex allows full recovery time without danger but the deadliest and lawless areas debuff it to zero.
     
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  10. katastrophe

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    In full support of Option 2, and this is coming from someone terrible at PvP. The fear of losing items is what made UO such a unique and exciting experience. You *SHOULD* be planning each adventure, simply having no fear and running out fighting everything with little consequence is pointless and completely devalues the whole concept of acquiring items in the first place. There should be demand to replace armour and weapons so that smiths are in work and the game has a good economy.

    The first time I was player killed I was completely devastated. I was so upset I lost all my stuff I had worked so hard for, I would not change that for the world because it taught me very quickly to value my belongings and to be very conscious of who was around while I was adventuring.
     
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  11. Bayard2

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    Death is always a problem. It should vary depending on location. If you are in an area to gather resources that are only available in this risky area you aren't going to obviously go alone with your best gear... so accept you will lose some stuff. What about if you lost all of your gatherables and gold... and the game would drop random created items into your corpse that could be lootable. When you get res'd your money and resources are gone and your equiptment is damaged and needs to be repaired. I briefly owned a tower in Fel and after being ganked by neighbors a dozen times I finally sold the house and moved back to tram. It took the fun out of it that it just kept happening again and again and again and I didn't always have a group of friends to escort me home. That is griefing and some PvP'ers are drawn to that and you can't do much about it.

    I'm not planning on being flagged for PvP. I don't always have a lightning fast internet connection and work late hours and play solo a lot..not always but often enough to not want to be ganked constantly. So in areas that don't offer extra gain for the risk if You die, you should just suffer some equiptment damage and that's it... perhaps give you a 5 minute window of not being able to be PvP'ed so you can get away.

    Dungeons...I think if you die inside a dungeon and can't get a rez then when you run out to get rez'd you should have a grave stone outside the dungeon to be able to collect your gear... or you have your gear on you but lost some exp, you can get back half of it by finding your grave stone and praying at it.
     
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