Its great for this game as all you have to loose is your gear, so yeah it works well for fps survial games thats for sure..
Would it work well in a MMORPG where you have spent a lot of time developing your character? unless they made the character lvling/skill rate really fast then it would suck.. but if they made the lvling/skill rate that fast what would be the point may as well remoe the lvls and your left with an MMOG... still as Dayz has shown that can be great fun..
Its hard to bring perma death into MMORPG, I guess EVE did a good job as you could clone yourself and it would be your fault if you forgot..
now on the other hand full loot in a MMORPG works really well and i think more should go down that route..
Why do we always have to develop a character in an MMO? Why can't we just have MMOs without this boring progression?
I agree. Why can't I use my skills as a thinking human being instead of unlocking a magic button at a certain level? Oh I know why because that's "too hard" for most of the mainstream casual players of today. Thye can't be bothered to be good. They have to have that carrot dangling in front of them at all times and big soft pillow strapped to their ass so it doesn't hurt when they fall off their high horses.
"I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!"
Its great for this game as all you have to loose is your gear, so yeah it works well for fps survial games thats for sure..
Would it work well in a MMORPG where you have spent a lot of time developing your character? unless they made the character lvling/skill rate really fast then it would suck.. but if they made the lvling/skill rate that fast what would be the point may as well remoe the lvls and your left with an MMOG... still as Dayz has shown that can be great fun..
Its hard to bring perma death into MMORPG, I guess EVE did a good job as you could clone yourself and it would be your fault if you forgot..
now on the other hand full loot in a MMORPG works really well and i think more should go down that route..
Why do we always have to develop a character in an MMO? Why can't we just have MMOs without this boring progression?
Thing is that permadeath in this game is not so harsh as it would be in an MMO. Here you lose your gear, but even with a newly made char you have the chance of killing someone that has been alive for 2 hours, for example. In an MMO, there is more advancement beside gear and starting over is a lot harder. You usually don't stand much of a chance against someone that has been playing longer, because he doesn't only have a weapon that is somewhat more powerfull, he also has skills and a lot more powerfull armor than you. That's how it usually is at least.
A permadeath mmorpg would need to get rid of a lot of the pointless and boring "Advancement" that they throw in to keep people running on the subscription treadmill. The developers just need to go back to the Sword is a sword is a sword mentality instead of +5 Sword of Instant Monster Destructions you get for killing 10000 plague bats.
They would also have to get rid of skill advancement, or only make it so you earn sidegrades in time, no upgrades. Like that, yes it could probably be done without much inconvenience. But won't that take from the permadeath mechanic? I don't know, only asking because I never played an MMO with permadeath. In an FPS it's fine, but I think people approach an MMO differently.
In my opinion, if you die on a permadeath mmorpg, you should be able to get back to a competetive level within 2 to 3 hours. Perhaps you might not have quite as good of stuff, but at least have equipment and skill advancements if those are in the game. Dying will still be very scary, since 2 hours is a significant amount of playtime. But it won't be such an atrocity that people will just quit the game.
Are you a Pavlovian Fish Biscuit Addict? Get Help Now!
I will play no more MMORPGs until somethign good comes out!
Thing is that permadeath in this game is not so harsh as it would be in an MMO. Here you lose your gear, but even with a newly made char you have the chance of killing someone that has been alive for 2 hours, for example. In an MMO, there is more advancement beside gear and starting over is a lot harder. You usually don't stand much of a chance against someone that has been playing longer, because he doesn't only have a weapon that is somewhat more powerfull, he also has skills and a lot more powerfull armor than you. That's how it usually is at least.
A permadeath mmorpg would need to get rid of a lot of the pointless and boring "Advancement" that they throw in to keep people running on the subscription treadmill. The developers just need to go back to the Sword is a sword is a sword mentality instead of +5 Sword of Instant Monster Destructions you get for killing 10000 plague bats.
They would also have to get rid of skill advancement, or only make it so you earn sidegrades in time, no upgrades. Like that, yes it could probably be done without much inconvenience. But won't that take from the permadeath mechanic? I don't know, only asking because I never played an MMO with permadeath. In an FPS it's fine, but I think people approach an MMO differently.
In my opinion, if you die on a permadeath mmorpg, you should be able to get back to a competetive level within 2 to 3 hours. Perhaps you might not have quite as good of stuff, but at least have equipment and skill advancements if those are in the game. Dying will still be very scary, since 2 hours is a significant amount of playtime. But it won't be such an atrocity that people will just quit the game.
Salem and Haven and Hearth handle permadeath in a very good way. You character dies, and you lose a large portion of your skills. Your heir still retains all of your stuff that you have stored, and a portion of your skill points to redistribute. It's not actual perma death, but more of an inheiretence system on death.
"I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!"
I think I'd like it better if there were actual factions fighting instead of a killing anyone gank-fest. For instance if there were the Civilians vs Military vs Evil Corporation that caused this mess...then player interations would be a lot better because what I've seen is people generally avoid or shoot on sight other players. Factiuon fighting would encourage players to group more, without getting shot in the back by their group-mate.
Then again, maybe the gank-fest is what makes it popular to most people.
Its great for this game as all you have to loose is your gear, so yeah it works well for fps survial games thats for sure..
Would it work well in a MMORPG where you have spent a lot of time developing your character? unless they made the character lvling/skill rate really fast then it would suck.. but if they made the lvling/skill rate that fast what would be the point may as well remoe the lvls and your left with an MMOG... still as Dayz has shown that can be great fun..
Its hard to bring perma death into MMORPG, I guess EVE did a good job as you could clone yourself and it would be your fault if you forgot..
now on the other hand full loot in a MMORPG works really well and i think more should go down that route..
Why do we always have to develop a character in an MMO? Why can't we just have MMOs without this boring progression?
I agree. Why can't I use my skills as a thinking human being instead of unlocking a magic button at a certain level? Oh I know why because that's "too hard" for most of the mainstream casual players of today. Thye can't be bothered to be good. They have to have that carrot dangling in front of them at all times and big soft pillow strapped to their ass so it doesn't hurt when they fall off their high horses.
and the Casuals are on high horses?
Even the earliest RPGs i have played, games like Dragon Warrior 1 and Fina Fantasy 1 (and probably earlier ones that i have forgotten) have always been about character progression. no one fought their way through a dungeon to get a basic sword.
Thing is that permadeath in this game is not so harsh as it would be in an MMO. Here you lose your gear, but even with a newly made char you have the chance of killing someone that has been alive for 2 hours, for example. In an MMO, there is more advancement beside gear and starting over is a lot harder. You usually don't stand much of a chance against someone that has been playing longer, because he doesn't only have a weapon that is somewhat more powerfull, he also has skills and a lot more powerfull armor than you. That's how it usually is at least.
A permadeath mmorpg would need to get rid of a lot of the pointless and boring "Advancement" that they throw in to keep people running on the subscription treadmill. The developers just need to go back to the Sword is a sword is a sword mentality instead of +5 Sword of Instant Monster Destructions you get for killing 10000 plague bats.
They would also have to get rid of skill advancement, or only make it so you earn sidegrades in time, no upgrades. Like that, yes it could probably be done without much inconvenience. But won't that take from the permadeath mechanic? I don't know, only asking because I never played an MMO with permadeath. In an FPS it's fine, but I think people approach an MMO differently.
In my opinion, if you die on a permadeath mmorpg, you should be able to get back to a competetive level within 2 to 3 hours. Perhaps you might not have quite as good of stuff, but at least have equipment and skill advancements if those are in the game. Dying will still be very scary, since 2 hours is a significant amount of playtime. But it won't be such an atrocity that people will just quit the game.
Something along those lines might work. It should also have random spawn points so someone who is an older player can't just stand in the starting zone just killing everyone making a new char. AI enemies would also have to be leveless. Maybe make combat something along the lines of "War of the Roses" upcomming game if you know it. Thing is don't know how many people would like such short advancement of their avatar in an MMO enviroment.
Its great for this game as all you have to loose is your gear, so yeah it works well for fps survial games thats for sure..
Would it work well in a MMORPG where you have spent a lot of time developing your character? unless they made the character lvling/skill rate really fast then it would suck.. but if they made the lvling/skill rate that fast what would be the point may as well remoe the lvls and your left with an MMOG... still as Dayz has shown that can be great fun..
Its hard to bring perma death into MMORPG, I guess EVE did a good job as you could clone yourself and it would be your fault if you forgot..
now on the other hand full loot in a MMORPG works really well and i think more should go down that route..
Why do we always have to develop a character in an MMO? Why can't we just have MMOs without this boring progression?
I agree. Why can't I use my skills as a thinking human being instead of unlocking a magic button at a certain level? Oh I know why because that's "too hard" for most of the mainstream casual players of today. Thye can't be bothered to be good. They have to have that carrot dangling in front of them at all times and big soft pillow strapped to their ass so it doesn't hurt when they fall off their high horses.
and the Casuals are on high horses?
Even the earliest RPGs i have played, games like Dragon Warrior 1 and Fina Fantasy 1 (and probably earlier ones that i have forgotten) have always been about character progression. no one fought their way through a dungeon to get a basic sword.
Oh well by all means let's not try to innovate on a 30 year old system. Let's just use aqueducts instead of plumbing to dispose of our crap. Why do you think that gaming should be the only industry in the world that doesn't innovate?
"I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!"
I would love to see a game specifically built for this type of thing (i am actually a huge survival horror fanboy) but allow me and my guild to purchase our own server like you can in minecraft.
Its great for this game as all you have to loose is your gear, so yeah it works well for fps survial games thats for sure..
Would it work well in a MMORPG where you have spent a lot of time developing your character? unless they made the character lvling/skill rate really fast then it would suck.. but if they made the lvling/skill rate that fast what would be the point may as well remoe the lvls and your left with an MMOG... still as Dayz has shown that can be great fun..
Its hard to bring perma death into MMORPG, I guess EVE did a good job as you could clone yourself and it would be your fault if you forgot..
now on the other hand full loot in a MMORPG works really well and i think more should go down that route..
Why do we always have to develop a character in an MMO? Why can't we just have MMOs without this boring progression?
I agree. Why can't I use my skills as a thinking human being instead of unlocking a magic button at a certain level? Oh I know why because that's "too hard" for most of the mainstream casual players of today. Thye can't be bothered to be good. They have to have that carrot dangling in front of them at all times and big soft pillow strapped to their ass so it doesn't hurt when they fall off their high horses.
and the Casuals are on high horses?
Even the earliest RPGs i have played, games like Dragon Warrior 1 and Fina Fantasy 1 (and probably earlier ones that i have forgotten) have always been about character progression. no one fought their way through a dungeon to get a basic sword.
If you really want to go chase carrots, there are tons of grinding games out there for you. Games use this "character advancement" system to keep a player interested. There are other ways to do this. Maybe some people find something a little more creative to be more fun. The MUDs I played let you equip very easily. Go punch something that had a sword to death, and take the sword. Now you are armed and dangerous. The idea is simple, take out the grind for the most part, but make you start over when you die. This makes for an amazing open world pvp game.
Are you a Pavlovian Fish Biscuit Addict? Get Help Now!
I will play no more MMORPGs until somethign good comes out!
Its great for this game as all you have to loose is your gear, so yeah it works well for fps survial games thats for sure..
Would it work well in a MMORPG where you have spent a lot of time developing your character? unless they made the character lvling/skill rate really fast then it would suck.. but if they made the lvling/skill rate that fast what would be the point may as well remoe the lvls and your left with an MMOG... still as Dayz has shown that can be great fun..
Its hard to bring perma death into MMORPG, I guess EVE did a good job as you could clone yourself and it would be your fault if you forgot..
now on the other hand full loot in a MMORPG works really well and i think more should go down that route..
Why do we always have to develop a character in an MMO? Why can't we just have MMOs without this boring progression?
I agree. Why can't I use my skills as a thinking human being instead of unlocking a magic button at a certain level? Oh I know why because that's "too hard" for most of the mainstream casual players of today. Thye can't be bothered to be good. They have to have that carrot dangling in front of them at all times and big soft pillow strapped to their ass so it doesn't hurt when they fall off their high horses.
and the Casuals are on high horses?
Even the earliest RPGs i have played, games like Dragon Warrior 1 and Fina Fantasy 1 (and probably earlier ones that i have forgotten) have always been about character progression. no one fought their way through a dungeon to get a basic sword.
Oh well by all means let's not try to innovate on a 30 year old system. Let's just use aqueducts instead of plumbing to dispose of our crap. Why do you think that gaming should be the only industry in the world that doesn't innovate?
because people enjoy that style a game so apparently its not broken, YOU just don't like it, sounds like you should be looking at FPS games instead of RPGs, again we are going back to the first lesson i taught you ... that "good is a subjective term"
RPGs - character developement through items, levels and skills
FPS - pure player skill little to no character progression
Its great for this game as all you have to loose is your gear, so yeah it works well for fps survial games thats for sure..
Would it work well in a MMORPG where you have spent a lot of time developing your character? unless they made the character lvling/skill rate really fast then it would suck.. but if they made the lvling/skill rate that fast what would be the point may as well remoe the lvls and your left with an MMOG... still as Dayz has shown that can be great fun..
Its hard to bring perma death into MMORPG, I guess EVE did a good job as you could clone yourself and it would be your fault if you forgot..
now on the other hand full loot in a MMORPG works really well and i think more should go down that route..
Why do we always have to develop a character in an MMO? Why can't we just have MMOs without this boring progression?
I agree. Why can't I use my skills as a thinking human being instead of unlocking a magic button at a certain level? Oh I know why because that's "too hard" for most of the mainstream casual players of today. Thye can't be bothered to be good. They have to have that carrot dangling in front of them at all times and big soft pillow strapped to their ass so it doesn't hurt when they fall off their high horses.
and the Casuals are on high horses?
Even the earliest RPGs i have played, games like Dragon Warrior 1 and Fina Fantasy 1 (and probably earlier ones that i have forgotten) have always been about character progression. no one fought their way through a dungeon to get a basic sword.
Oh well by all means let's not try to innovate on a 30 year old system. Let's just use aqueducts instead of plumbing to dispose of our crap. Why do you think that gaming should be the only industry in the world that doesn't innovate?
because people enjoy that style a game so apparently its not broken, YOU just don't like it, sounds like you should be looking at FPS games instead of RPGs, again we are going back to the first lesson i taught you ... that "good is a subjective term"
RPGs - character developement through items, levels and skills
FPS - pure player skill little to no character progression
I play pen and paper RPG still son so don't tell me what I like and dislike. What I dislike is being lumped into a pot and told that this is what an MMO is and I will like it or I will starve.
"I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!"
Its great for this game as all you have to loose is your gear, so yeah it works well for fps survial games thats for sure..
Would it work well in a MMORPG where you have spent a lot of time developing your character? unless they made the character lvling/skill rate really fast then it would suck.. but if they made the lvling/skill rate that fast what would be the point may as well remoe the lvls and your left with an MMOG... still as Dayz has shown that can be great fun..
Its hard to bring perma death into MMORPG, I guess EVE did a good job as you could clone yourself and it would be your fault if you forgot..
now on the other hand full loot in a MMORPG works really well and i think more should go down that route..
Why do we always have to develop a character in an MMO? Why can't we just have MMOs without this boring progression?
I agree. Why can't I use my skills as a thinking human being instead of unlocking a magic button at a certain level? Oh I know why because that's "too hard" for most of the mainstream casual players of today. Thye can't be bothered to be good. They have to have that carrot dangling in front of them at all times and big soft pillow strapped to their ass so it doesn't hurt when they fall off their high horses.
and the Casuals are on high horses?
Even the earliest RPGs i have played, games like Dragon Warrior 1 and Fina Fantasy 1 (and probably earlier ones that i have forgotten) have always been about character progression. no one fought their way through a dungeon to get a basic sword.
If you really want to go chase carrots, there are tons of grinding games out there for you. Games use this "character advancement" system to keep a player interested. There are other ways to do this. Maybe some people find something a little more creative to be more fun. The MUDs I played let you equip very easily. Go punch something that had a sword to death, and take the sword. Now you are armed and dangerous. The idea is simple, take out the grind for the most part, but make you start over when you die. This makes for an amazing open world pvp game.
and apparently there are a lot of players who don't like the idea of losing their "sword of death". they don't like the tension and stress it brings on them. neither is right or wrong but you have to understand that the most popular full loot game only has 300k subscribers, they are very niche so thus AAA MMO companies aren't going to touch them.
Its great for this game as all you have to loose is your gear, so yeah it works well for fps survial games thats for sure..
Would it work well in a MMORPG where you have spent a lot of time developing your character? unless they made the character lvling/skill rate really fast then it would suck.. but if they made the lvling/skill rate that fast what would be the point may as well remoe the lvls and your left with an MMOG... still as Dayz has shown that can be great fun..
Its hard to bring perma death into MMORPG, I guess EVE did a good job as you could clone yourself and it would be your fault if you forgot..
now on the other hand full loot in a MMORPG works really well and i think more should go down that route..
Why do we always have to develop a character in an MMO? Why can't we just have MMOs without this boring progression?
I agree. Why can't I use my skills as a thinking human being instead of unlocking a magic button at a certain level? Oh I know why because that's "too hard" for most of the mainstream casual players of today. Thye can't be bothered to be good. They have to have that carrot dangling in front of them at all times and big soft pillow strapped to their ass so it doesn't hurt when they fall off their high horses.
and the Casuals are on high horses?
Even the earliest RPGs i have played, games like Dragon Warrior 1 and Fina Fantasy 1 (and probably earlier ones that i have forgotten) have always been about character progression. no one fought their way through a dungeon to get a basic sword.
If you really want to go chase carrots, there are tons of grinding games out there for you. Games use this "character advancement" system to keep a player interested. There are other ways to do this. Maybe some people find something a little more creative to be more fun. The MUDs I played let you equip very easily. Go punch something that had a sword to death, and take the sword. Now you are armed and dangerous. The idea is simple, take out the grind for the most part, but make you start over when you die. This makes for an amazing open world pvp game.
and apparently there are a lot of players who don't like the idea of losing their "sword of death". they don't like the tension and stress it brings on them. neither is right or wrong but you have to understand that the most popular full loot game only has 300k subscribers, they are very niche so thus AAA MMO companies aren't going to touch them.
AAA companies aren't going to be the ones to innovate anything. Pen and Paper RPG's had Permadeath, and character progression took YEARS. It's not the genre it's the spineless entitlement generation who is causing all thegood to be sucked out of the RPG genre.
"I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!"
Its great for this game as all you have to loose is your gear, so yeah it works well for fps survial games thats for sure..
Would it work well in a MMORPG where you have spent a lot of time developing your character? unless they made the character lvling/skill rate really fast then it would suck.. but if they made the lvling/skill rate that fast what would be the point may as well remoe the lvls and your left with an MMOG... still as Dayz has shown that can be great fun..
Its hard to bring perma death into MMORPG, I guess EVE did a good job as you could clone yourself and it would be your fault if you forgot..
now on the other hand full loot in a MMORPG works really well and i think more should go down that route..
Why do we always have to develop a character in an MMO? Why can't we just have MMOs without this boring progression?
I agree. Why can't I use my skills as a thinking human being instead of unlocking a magic button at a certain level? Oh I know why because that's "too hard" for most of the mainstream casual players of today. Thye can't be bothered to be good. They have to have that carrot dangling in front of them at all times and big soft pillow strapped to their ass so it doesn't hurt when they fall off their high horses.
and the Casuals are on high horses?
Even the earliest RPGs i have played, games like Dragon Warrior 1 and Fina Fantasy 1 (and probably earlier ones that i have forgotten) have always been about character progression. no one fought their way through a dungeon to get a basic sword.
Oh well by all means let's not try to innovate on a 30 year old system. Let's just use aqueducts instead of plumbing to dispose of our crap. Why do you think that gaming should be the only industry in the world that doesn't innovate?
because people enjoy that style a game so apparently its not broken, YOU just don't like it, sounds like you should be looking at FPS games instead of RPGs, again we are going back to the first lesson i taught you ... that "good is a subjective term"
RPGs - character developement through items, levels and skills
FPS - pure player skill little to no character progression
I play pen and paper RPG still son so don't tell me what I like and dislike. What I dislike is being lumped into a pot and told that this is what an MMO is and I will like it or I will starve.
that must be a very boring RPG then if you always stay level 1, never gain any new skills and never have anything better than a basic sword./armor.
*you have defeated the evil witch king, you open his hidden cache of treasure and find .... a steel sword, with the same stats as the one you have already ... congrats you win!*
When I first started playing few weeks ago I noticed the player killing was more black and white, and balanced. This weekend it was simply brutal. People were treating the game like a Quake arena or something...that takes the fun/maturity out of the experience kinda
This is the real problem with "realistic" open PvP in roleplaying games or simulations - keeping people from turning it into quake arena. If DayZ gets more popular, it will go down the drain.
The only game/s i've ever seen do Permadeath unique and WELL is Underlight and then Shades of Truth after it (Reincarnation of the game but different backstory)
The game to begin with is not a hack and slash but a true MMORPG. You have to actually roleplay to advance as well as learning battle skills, political skills, etc. Nobody begins with the ability to cause Permadeath to another. It is reserved for only those willing to search for the way to learn it, go through the process of uncovering it and even then to cause death to another dreamer (Player)
You have to defeat them in battle and be able to evoke this art (Ability) on them in their weakened, defeated state before they escape. The mythology of permadeath in the game is terrific and it causes the gameworld to fear it because it's TRUE permadeath. But it's so very difficult to attain that there arent Griefers ever running around to use it.
It's a small community niche game at this point but it's one of the few that still can hold the title MMORPG. As well as being a "real" lesson on how to do permadeath
Its great for this game as all you have to loose is your gear, so yeah it works well for fps survial games thats for sure..
Would it work well in a MMORPG where you have spent a lot of time developing your character? unless they made the character lvling/skill rate really fast then it would suck.. but if they made the lvling/skill rate that fast what would be the point may as well remoe the lvls and your left with an MMOG... still as Dayz has shown that can be great fun..
Its hard to bring perma death into MMORPG, I guess EVE did a good job as you could clone yourself and it would be your fault if you forgot..
now on the other hand full loot in a MMORPG works really well and i think more should go down that route..
Why do we always have to develop a character in an MMO? Why can't we just have MMOs without this boring progression?
I agree. Why can't I use my skills as a thinking human being instead of unlocking a magic button at a certain level? Oh I know why because that's "too hard" for most of the mainstream casual players of today. Thye can't be bothered to be good. They have to have that carrot dangling in front of them at all times and big soft pillow strapped to their ass so it doesn't hurt when they fall off their high horses.
and the Casuals are on high horses?
Even the earliest RPGs i have played, games like Dragon Warrior 1 and Fina Fantasy 1 (and probably earlier ones that i have forgotten) have always been about character progression. no one fought their way through a dungeon to get a basic sword.
Oh well by all means let's not try to innovate on a 30 year old system. Let's just use aqueducts instead of plumbing to dispose of our crap. Why do you think that gaming should be the only industry in the world that doesn't innovate?
because people enjoy that style a game so apparently its not broken, YOU just don't like it, sounds like you should be looking at FPS games instead of RPGs, again we are going back to the first lesson i taught you ... that "good is a subjective term"
RPGs - character developement through items, levels and skills
FPS - pure player skill little to no character progression
Yeah, and there are Roman aqueducts still in use today. Romans were great engineers!
Games have innovated in the last thirty years...just not always in the direction that some people care for.
If you are holding out for the perfect game, the only game you play will be the waiting one.
Comments
I agree. Why can't I use my skills as a thinking human being instead of unlocking a magic button at a certain level? Oh I know why because that's "too hard" for most of the mainstream casual players of today. Thye can't be bothered to be good. They have to have that carrot dangling in front of them at all times and big soft pillow strapped to their ass so it doesn't hurt when they fall off their high horses.
"I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!"
Thought they were called FPS games?
In my opinion, if you die on a permadeath mmorpg, you should be able to get back to a competetive level within 2 to 3 hours. Perhaps you might not have quite as good of stuff, but at least have equipment and skill advancements if those are in the game. Dying will still be very scary, since 2 hours is a significant amount of playtime. But it won't be such an atrocity that people will just quit the game.
Are you a Pavlovian Fish Biscuit Addict? Get Help Now!
I will play no more MMORPGs until somethign good comes out!
Salem and Haven and Hearth handle permadeath in a very good way. You character dies, and you lose a large portion of your skills. Your heir still retains all of your stuff that you have stored, and a portion of your skill points to redistribute. It's not actual perma death, but more of an inheiretence system on death.
"I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!"
I think I'd like it better if there were actual factions fighting instead of a killing anyone gank-fest. For instance if there were the Civilians vs Military vs Evil Corporation that caused this mess...then player interations would be a lot better because what I've seen is people generally avoid or shoot on sight other players. Factiuon fighting would encourage players to group more, without getting shot in the back by their group-mate.
Then again, maybe the gank-fest is what makes it popular to most people.
and the Casuals are on high horses?
Even the earliest RPGs i have played, games like Dragon Warrior 1 and Fina Fantasy 1 (and probably earlier ones that i have forgotten) have always been about character progression. no one fought their way through a dungeon to get a basic sword.
Something along those lines might work. It should also have random spawn points so someone who is an older player can't just stand in the starting zone just killing everyone making a new char. AI enemies would also have to be leveless. Maybe make combat something along the lines of "War of the Roses" upcomming game if you know it. Thing is don't know how many people would like such short advancement of their avatar in an MMO enviroment.
Oh well by all means let's not try to innovate on a 30 year old system. Let's just use aqueducts instead of plumbing to dispose of our crap. Why do you think that gaming should be the only industry in the world that doesn't innovate?
"I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!"
I would love to see a game specifically built for this type of thing (i am actually a huge survival horror fanboy) but allow me and my guild to purchase our own server like you can in minecraft.
this way i can play with friends only.
If you really want to go chase carrots, there are tons of grinding games out there for you. Games use this "character advancement" system to keep a player interested. There are other ways to do this. Maybe some people find something a little more creative to be more fun. The MUDs I played let you equip very easily. Go punch something that had a sword to death, and take the sword. Now you are armed and dangerous. The idea is simple, take out the grind for the most part, but make you start over when you die. This makes for an amazing open world pvp game.
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I will play no more MMORPGs until somethign good comes out!
because people enjoy that style a game so apparently its not broken, YOU just don't like it, sounds like you should be looking at FPS games instead of RPGs, again we are going back to the first lesson i taught you ... that "good is a subjective term"
RPGs - character developement through items, levels and skills
FPS - pure player skill little to no character progression
I play pen and paper RPG still son so don't tell me what I like and dislike. What I dislike is being lumped into a pot and told that this is what an MMO is and I will like it or I will starve.
"I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!"
and apparently there are a lot of players who don't like the idea of losing their "sword of death". they don't like the tension and stress it brings on them. neither is right or wrong but you have to understand that the most popular full loot game only has 300k subscribers, they are very niche so thus AAA MMO companies aren't going to touch them.
AAA companies aren't going to be the ones to innovate anything. Pen and Paper RPG's had Permadeath, and character progression took YEARS. It's not the genre it's the spineless entitlement generation who is causing all thegood to be sucked out of the RPG genre.
"I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!"
that must be a very boring RPG then if you always stay level 1, never gain any new skills and never have anything better than a basic sword./armor.
*you have defeated the evil witch king, you open his hidden cache of treasure and find .... a steel sword, with the same stats as the one you have already ... congrats you win!*
I'd never play with that DM again.
This is the real problem with "realistic" open PvP in roleplaying games or simulations - keeping people from turning it into quake arena. If DayZ gets more popular, it will go down the drain.
Hype train -> Reality
The only game/s i've ever seen do Permadeath unique and WELL is Underlight and then Shades of Truth after it (Reincarnation of the game but different backstory)
The game to begin with is not a hack and slash but a true MMORPG. You have to actually roleplay to advance as well as learning battle skills, political skills, etc. Nobody begins with the ability to cause Permadeath to another. It is reserved for only those willing to search for the way to learn it, go through the process of uncovering it and even then to cause death to another dreamer (Player)
You have to defeat them in battle and be able to evoke this art (Ability) on them in their weakened, defeated state before they escape. The mythology of permadeath in the game is terrific and it causes the gameworld to fear it because it's TRUE permadeath. But it's so very difficult to attain that there arent Griefers ever running around to use it.
It's a small community niche game at this point but it's one of the few that still can hold the title MMORPG. As well as being a "real" lesson on how to do permadeath
Yeah, and there are Roman aqueducts still in use today. Romans were great engineers!
Games have innovated in the last thirty years...just not always in the direction that some people care for.
If you are holding out for the perfect game, the only game you play will be the waiting one.