What's your opinion on the matter of 'Loss upon Death?
I started my MMORPG-life with a game(Tibia) where you lost ALL items(you still have a depot, ofcourse), 5%ish experience points and same %ish on Skills. A character that's say 10,000 hours in would lose 500 hours of gametime/work along with all items(which also had a huge value). At least.. it was 10% I think
Players of all ages literally cried after a death.. and most deaths were from other players(or lag, old game). What these gamerules created was ofcourse an extremely competitive community but also a LIVING community. A "Playerkiller" was more or less considered an outlaw, at least if he killed the wrong people.. having the right friends was everything. Or to be in the right guild. You could basically be PKed and in the rush namedrop some of the biggest Players and you'd be left alone instantly. An unjust death of a high-ranked/respected player was most likely the trigger of a war or years long "Eye for an eye" battle.. Insane and then some, I bet few of you can even imagine it. The games developers did however ofcourse in time nerf down the Loss to please the players(Amulets protecting you from death, a % chance on each item you're holding that it will be dropped upon death(instead of 100% of dropping everything) and less %-loss etc).
After playing DAoC and WoW however I realized how unique this was for this game. And also how utterly
BORING it is when you don't lose 5% of all your Exp-points and Skills
But, anyways.. what do YOU think? What if the devs of the game you're currently playing or your favorite game would come out and say that they would implement something similar. How would you respond? Or, what is your thoughts on the subject in general?
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and if a game i played tried it i'd quit.(most probably would if a game just suddenly switched to something like that.)
I had fun once, it was terrible.
Why not? Not chill/relaxed enough? That'd be the nr 1 reason ofc.. for me at least. Getting PKed means you're risking a heartattack(no matter the age)..
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So lets say if i was new to the game, I would have similar access to the game as an experienced player. The difference would be the advantages, networks, wealth etc that person accumulated.
So if I were to take a game like WoW and this notion it wouldnt be that bad, if there was no lvl system, and a person had access to all content.
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If you having punishing death consequences, such as item loss, xp loss etc, then death needs to be an extremely rare occurrence, which means your game needs to be really easy for the average player. That's not fun for me.
A big downside to negative consequences for death is it instills in the players an unwillingness to experiment. For me, that is a downside I would never want in any game I'm developing, let alone playing. I love experimenting. I love pushing myself to the limits (and beyond) just to see how far I can take it. "I wonder if I could kill that?" is a common thought of mine when playing every single game with combat, usually followed by an attempt to kill it.
Having said that, I do like some negative consequences for death. I liked SWG's approach - you lose your buffs, have some forced downtime, but most importantly, your equipment degraded.
This would mean the average player would lose between 5 and 20 minutes per death (assuming they had to go to cantina to remove debuffs and get mind buffed, then to doctor to get health and action buffed, then travel again) which could be annoying, but it was the item degradation that was key. It meant financial loss to players, but kept the economy going.
What i do like is permadeath with a stash that remains, so you can collect gear for your next run, I've really been enjoying singleplayer/multiplayer games like that, Magicite, Roguelands, Rogue legacy, etc
In MMORPG's I'm alright with all loot dropped, but I dont think I'd play a permadeath only MMO.
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I am not sure the penalty in WoW was anything like as strong as DAOC? I say nay, it is something from old school that we can leave in the past.
I am fine with a death penalty, but to lose that much time is not what I am looking for in a game.
They have hardcore modes where you die it game overs. Why not have exp loss on death, item loss on death, etc server settings? All depends on how hard coded you want these settings to be.
Then of course you have the should you be giving players penalties, and if so how much, perspective.
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Try a MUD today at http://www.mudconnect.com/You don't want people "jumping off of cliffs" to get a cheap ride back to their bind spot but you don't want death penalties to be so harsh that people aren't willing to take chances on hard content unless they can be assured of winning.
I know I experienced just that in Lord of the Rings online (of all games) where members of the group I was in decided that if we couldn't "face roll" the tomb then they didn't want to continue.
edit: I should say that we didn't always have a healer but eventually a die hard portion of the group made it all the way through to the end.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
A lot of the times playing Planetside 2 it would say I committed suicide but I was clearly murdered or fell under the world.
Anyway point being they could put in different death penalties based on how you died.
"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer
Try a MUD today at http://www.mudconnect.com/would you go and PK if it meant you'd be PKed yourself?
About the adventure/risk drawback... umm.. yeah. I guess that's a strong point against harsh penalty. Single-player and the more relaxed approach of exploring and testing becomes rather lame if you'd lose 100hours+ of work on 1 death.
edit:
"Anyway point being they could put in different death penalties based on how you died."
Yes, that's a good idea. But might be problematic to implement as people would rush into mobs if losing a PvP battle.. which basically means you can and should take out the RPG in MMORPG completely.
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Don't have the time or patience for anything like that nowadays. Too many games and too little time to play them. I now find games that take away things when you lose are just extremely disrespectful to your time, barring some exceptions (roguelikes).
Having a death penalty and having easy game play are independent of each other.
Most mmorpgs just don't anymore because they try to cater to a very wide audience. (<That conversation is a dead horse at this point. I don't think we need to get into that.)
What do I think. I think you enjoyed people crying when they lost stuff. I believe you got off on it.
IF this game mechanic was so amazing the players would be demanding it and the devs would be putting it in. Instead, Free to Play is what is being done. Think about it.
/deadhorse
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