Now there ya go. The USA could finally balance its budget without fighting over raising the deficit.
Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security. I don't Forum PVP. If you feel I've attacked you, it was probably by accident. When I don't understand, I ask. Such is not intended as criticism.
reminds me way back when arcades where only option, sit their in lunch break and a bag full of coins.
I do agree that death should mean something, be a notch against you. But for that to work, with or without $1 per death, needs a balanced system to be designed and integrated into the game first.
I'm fail to see any dev with enough balls to even try it, they're all pussies and only after fast cash with items etc. Why I don't even have an MMO atm to play, they're all shit.
I miss the old days of fighting a good game with skill, not the amount of dots, abilities, number of items I have gathered, etc. SIGH
Scratch the monthly fee. Scratch the cash shops. It's time to load that account with 1UPs!
Can you imagine the change of behavior?
What would you say to the moron who trained a bunch of add-on mobs during the raid?
What would you say to the tank who refuses to hold aggro?
What would you say to the healer who went afk?
What would you say about the "Lost Connection" deaths?
What would you say to player who ganked you from the bushes?
What would you say to the player who opened the exploding chest?
IMAGINE
The best way for people would then be to gather up 4 of their friends and just jump anything that passes. And eventually they will stop playing the game. Seen this before in alot of other free pvp.
But when it comes to dungeons people would not be as overseeing as they are now. They will not take crap when it comes to their money, and also they should have a personal ban system. Meaning the ones that you dont like cant be in your group due to earlier misshaps and moronic behaviour.
People without the certain skill would stop opening chests. '
And people would listen to healers more when they say mana break or brb toilet.
So maybe its a good idea, it will take time to get used to though. But if they make it the right way It might be a evolution in gaming.
Scratch the monthly fee. Scratch the cash shops. It's time to load that account with 1UPs!
Can you imagine the change of behavior?
What would you say to the moron who trained a bunch of add-on mobs during the raid?
What would you say to the tank who refuses to hold aggro?
What would you say to the healer who went afk?
What would you say about the "Lost Connection" deaths?
What would you say to player who ganked you from the bushes?
What would you say to the player who opened the exploding chest?
IMAGINE
1) You mean the perosn who is only human and simply messed up?
2) You mean the tank that tried to hold aggro but couldnt because of overzealous dps, or the one that did his/her best but was newish / tad undergeared?
3) The healer that went afk for urgent real life matters? Etc etc
4) Not sure what those are. I am guessing you are talking about someone dying to a DC? Well I would say, that sucks, shame there is such an awful system put in place that punishes you for things that are out of your control.
5) The guy who killed me on the pvp server? I probably wouldnt say anything. Might try to get revenge. I enjoy pvp, though if this system were put into place in a game I play on, I cant see myself enjoying pvp for too much longer.
I think that subcription plan would increase the challenge mostly for those people who are already bad at games and have trouble surviving. For those people who are good and get good groups, it would encourage them to grind the easy content instead of moving on to harder content little earlier and take the risk of dying a couple of times, and likely decrease the challenge. It's not really what MMOs need to get a large audience.
Also if you're out of pre-paid respawns and have just failed at something you tried to do, the game asks you for money just when you feel already bad and might be considering if quitting.
Interesting thread and discussion, but it would never, ever work.
Might work on a pure PvE game, but wouldn't work for PvP. All we'd have are zerg clans roaming in groups, the death of solo play and everyone else hiding in the safe zones.
Tweaked so that there are rez tokens purchasable and tradeable and there is a possitive effect to your balance for killing in pvp, also maybe tokens contained in loot drops from bosses in pve. Balanceing these values over time and having a game where it would be feasable in the first place, yes I think it's a decent idea and could work.
I actually think SWG would have been a good game for this model.
----- The person who is certain, and who claims divine warrant for his certainty, belongs now to the infancy of our species.
I like this idea and I die alot, i never cared if i died 20v1 odds id try! Maybe this way id be more cautious?
I think u have to be more sneaky with the cost though like 25 cents and u can buy a one use item that lets u retain all ur items in a partial loot death game. If you have the item nobody can loot part of ur inventory and it auto consumes at death. If you dont have it part of your inventory might get looted.
This in conjunction with a real cash auction house 10% fee could make a really profitible free game. The game makes money and nobody gets pay only items that unbalance the game.
People would turn off their computer when they are about to die to try and claim "I got killed because i went link dead!!" all the time and it would be a CS nightmare.
CCP generally deal with this scenario by telling you that they're not responsible for your shitty connection, so sorry, have a nice day. Quite refreshing, really.
Come to think of it, since a $17.50 PLEX sells for ~375M ISK, $1 = 22M ISK or so. That's about the price of T2 fitted T1 Cruiser. Most deaths in EVE "cost" far more than a dollar, and it has rather more that 12 people playing even after 8 years. People dick about with Titans and supercarriers worth thousands.
If I was a tank I would demand I got paid a dollar to die for you squeashy folk, or no tanky for you.
*BIG GRIN*
Pay me in respawn tokens or no tanky. I could see that. It could become an in-game currency.
Something like this isn't a bad idea at all. Devising arbitrary penalties for failure is a pointless (however much beloved here) exercise, but devising ways for players to compensate each other for in game actions with respective rewards is an entertaining and creative direction to go.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
I cant remember, who yea i do now. In LOTRO there is an acheviment award for getting to level 30 without dieing. Im not sure if there is any other things like that in wow or any other games but its doable, just not in raids or something where you can die easily or dungeons for that matter.
There would be alot of young kids chewing into there college tuition. Just think, giving up all there money for a mmorpg, the irony...
There was an achievement for getting to level 20 in Guild Wars without dying. But that was the first in that string of titles. Then there were two more, each for meeting an insanely high benchmark of experience you had to obtain without dying. And up until recently, you had to have not died at all on the character or else you ahd to re-roll to get the title. It didn't reset like it does now.
Scratch the monthly fee. Scratch the cash shops. It's time to load that account with 1UPs!
Can you imagine the change of behavior?
What would you say to the moron who trained a bunch of add-on mobs during the raid?
What would you say to the tank who refuses to hold aggro?
What would you say to the healer who went afk?
What would you say about the "Lost Connection" deaths?
What would you say to player who ganked you from the bushes?
What would you say to the player who opened the exploding chest?
Lol, you think this is a kewl new idea? It's actually standard in some F2P korean grinders. Rezz orbs, allow you to revive with no xp-loss. So you either pay a dollar or see X hours worth of grinding turn to dust (X goes up with levels of course). If it was a PvP death you don't lose xp upon reviving, if a mob got the last hit then you will lose xp upon standard revive. Oh and there's no real way to check if it was a mob or a player that killed you in case of doubt. Their servers just have to lag some to keep the money rolling in, don't they? Buggy terrain you can get stuck in so some stupid mob can come kill you without you being able to do anything about it. Yeah, yeah, all great F2P fun. Glad I'm not playing that crap anymore. And if that's going to have to replace a sub you can bet that you're eventually going to meet Mr. Greed, and you're not going to like it one bit.
Just stroll around in the F2P market for some grindheavy game and you'll see that this idea is not something that you'll come to love. Lower levels get no penalty of course, then at some point you get the penalty but advancement is still pretty fast, so not buying orbs is still an option at first but eventually...Grind for a few hours, pull mobs, crap laaaaaaaaaggggg, oh no dead. Darn! Choice to pay or not to pay, is my 3 hours I spent grinding worth a dollar? Think you'll say no and try to make up for it? Oh no, *sigh* more dollars down the drain...
This mechanic has been around for a very long time, and eventually it will suck for the players because the company that hosts it gains more money by providing a somewhat poor service than by providing a good one.
Waiting for Guild Wars 2, and maybe SWTOR until that time...
Another game... was it Allods? has some sort of perfume item that can shake rez sickness. Otherwise the character is stuck in purgatory for an hour after death (disclaimed, I barely recall this, I might be way off).
This was the Fear of Death mechanic, you could either have Perfume active and be immune to it or buy it off for Myrhh that you could buy with in-game gold from Servants of the Light, or could indeed wait it out till your stats went back to normal. At level cap it was indeed almost an hour.The mechanic has been removed well over a year ago though.
Waiting for Guild Wars 2, and maybe SWTOR until that time...
Originally posted by Yaruna Originally posted by ActionMMORPG
*snip*
Another game... was it Allods? has some sort of perfume item that can shake rez sickness. Otherwise the character is stuck in purgatory for an hour after death (disclaimed, I barely recall this, I might be way off).
This was the Fear of Death mechanic, you could either have Perfume active and be immune to it or buy it off for Myrhh that you could buy with in-game gold from Servants of the Light, or could indeed wait it out till your stats went back to normal. At level cap it was indeed almost an hour.The mechanic has been removed well over a year ago though.
This was incredibly unpopular. Of course, Allods might have cost more than a dollar a death though. They were kind of money grubbers.
Even at a dollar a death, I don't see a whole bunch of people participating.
I can not remember winning or losing a single debate on the internet.
I'd rather have some sort of scaling system. Die four or five times in a week, you get no penalty. The next five deaths, you start getting EXP reductions. Die more than that and you start getting charged for it, starting at maybe 50 cents and going up a quarter each time. Obviously these numbers can be tweaked but it would do away with trollish, suicidal behavior in short order. I'd love to play more games where people were actually careful with their character's existence.
If the death penalty is some sort of item loss, you see players venturing out only in cheap gear.
If the death penalty is real monetary loss, what hope is there that they will venture out at all?
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.
Even at a dollar a death, I don't see a whole bunch of people participating.
I'm thinking along the lines of 10 cents per where you can buy a pack of 20 for 2 bucks, or get them on sale every once in a while for half-price.
I have a real problem with some games cash shops. In one (no names, I don't need enemies) they had a lowbie helmet for something like 10 dollars. No way. If it were $1.50 I'd have paid for it no sweat. I don't see the reasoning behind such pricing structures. They clearly are not intended for anyone who is careful with cash.
Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security. I don't Forum PVP. If you feel I've attacked you, it was probably by accident. When I don't understand, I ask. Such is not intended as criticism.
Comments
Now there ya go. The USA could finally balance its budget without fighting over raising the deficit.
...denshing....to damn funny.
And I have already found a major flaw in my "ported to enemy city naked" idea.
Seeing that generally everyone blames someone else the cities would be filled with naked toons running everywhere.
reminds me way back when arcades where only option, sit their in lunch break and a bag full of coins.
I do agree that death should mean something, be a notch against you. But for that to work, with or without $1 per death, needs a balanced system to be designed and integrated into the game first.
I'm fail to see any dev with enough balls to even try it, they're all pussies and only after fast cash with items etc. Why I don't even have an MMO atm to play, they're all shit.
I miss the old days of fighting a good game with skill, not the amount of dots, abilities, number of items I have gathered, etc. SIGH
The best way for people would then be to gather up 4 of their friends and just jump anything that passes. And eventually they will stop playing the game. Seen this before in alot of other free pvp.
But when it comes to dungeons people would not be as overseeing as they are now. They will not take crap when it comes to their money, and also they should have a personal ban system. Meaning the ones that you dont like cant be in your group due to earlier misshaps and moronic behaviour.
People without the certain skill would stop opening chests. '
And people would listen to healers more when they say mana break or brb toilet.
So maybe its a good idea, it will take time to get used to though. But if they make it the right way It might be a evolution in gaming.
1) You mean the perosn who is only human and simply messed up?
2) You mean the tank that tried to hold aggro but couldnt because of overzealous dps, or the one that did his/her best but was newish / tad undergeared?
3) The healer that went afk for urgent real life matters? Etc etc
4) Not sure what those are. I am guessing you are talking about someone dying to a DC? Well I would say, that sucks, shame there is such an awful system put in place that punishes you for things that are out of your control.
5) The guy who killed me on the pvp server? I probably wouldnt say anything. Might try to get revenge. I enjoy pvp, though if this system were put into place in a game I play on, I cant see myself enjoying pvp for too much longer.
6) lol
lol cool idea. the game will prob be full of raging elitists and nobody will rvr/gvg/pvp
I didnt demanded harsher death penalties in the first place.
Also, your idea sucks.
This Idea would be the end of pug groups, heck even just random groups in a game, everything would be planned carfully.
I like it!!
Thar would be awsome
I think that subcription plan would increase the challenge mostly for those people who are already bad at games and have trouble surviving. For those people who are good and get good groups, it would encourage them to grind the easy content instead of moving on to harder content little earlier and take the risk of dying a couple of times, and likely decrease the challenge. It's not really what MMOs need to get a large audience.
Also if you're out of pre-paid respawns and have just failed at something you tried to do, the game asks you for money just when you feel already bad and might be considering if quitting.
Interesting thread and discussion, but it would never, ever work.
Might work on a pure PvE game, but wouldn't work for PvP. All we'd have are zerg clans roaming in groups, the death of solo play and everyone else hiding in the safe zones.
Nah, I'll pay monthly, thanks.
Tweaked so that there are rez tokens purchasable and tradeable and there is a possitive effect to your balance for killing in pvp, also maybe tokens contained in loot drops from bosses in pve. Balanceing these values over time and having a game where it would be feasable in the first place, yes I think it's a decent idea and could work.
I actually think SWG would have been a good game for this model.
-----
The person who is certain, and who claims divine warrant for his certainty, belongs now to the infancy of our species.
I like this idea and I die alot, i never cared if i died 20v1 odds id try! Maybe this way id be more cautious?
I think u have to be more sneaky with the cost though like 25 cents and u can buy a one use item that lets u retain all ur items in a partial loot death game. If you have the item nobody can loot part of ur inventory and it auto consumes at death. If you dont have it part of your inventory might get looted.
This in conjunction with a real cash auction house 10% fee could make a really profitible free game. The game makes money and nobody gets pay only items that unbalance the game.
Own, Mine, Defend, Attack, 24/7
CCP generally deal with this scenario by telling you that they're not responsible for your shitty connection, so sorry, have a nice day. Quite refreshing, really.
Come to think of it, since a $17.50 PLEX sells for ~375M ISK, $1 = 22M ISK or so. That's about the price of T2 fitted T1 Cruiser. Most deaths in EVE "cost" far more than a dollar, and it has rather more that 12 people playing even after 8 years. People dick about with Titans and supercarriers worth thousands.
Give me liberty or give me lasers
If they added a 'no charge if a healer rez's you' .. healers would be rich.. "I'll heal you for 50 cents .. it'll save you 50 cents" lol
Something like this isn't a bad idea at all. Devising arbitrary penalties for failure is a pointless (however much beloved here) exercise, but devising ways for players to compensate each other for in game actions with respective rewards is an entertaining and creative direction to go.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
There was an achievement for getting to level 20 in Guild Wars without dying. But that was the first in that string of titles. Then there were two more, each for meeting an insanely high benchmark of experience you had to obtain without dying. And up until recently, you had to have not died at all on the character or else you ahd to re-roll to get the title. It didn't reset like it does now.
Lol, you think this is a kewl new idea? It's actually standard in some F2P korean grinders. Rezz orbs, allow you to revive with no xp-loss. So you either pay a dollar or see X hours worth of grinding turn to dust (X goes up with levels of course). If it was a PvP death you don't lose xp upon reviving, if a mob got the last hit then you will lose xp upon standard revive. Oh and there's no real way to check if it was a mob or a player that killed you in case of doubt. Their servers just have to lag some to keep the money rolling in, don't they? Buggy terrain you can get stuck in so some stupid mob can come kill you without you being able to do anything about it. Yeah, yeah, all great F2P fun. Glad I'm not playing that crap anymore. And if that's going to have to replace a sub you can bet that you're eventually going to meet Mr. Greed, and you're not going to like it one bit.
Just stroll around in the F2P market for some grindheavy game and you'll see that this idea is not something that you'll come to love. Lower levels get no penalty of course, then at some point you get the penalty but advancement is still pretty fast, so not buying orbs is still an option at first but eventually...Grind for a few hours, pull mobs, crap laaaaaaaaaggggg, oh no dead. Darn! Choice to pay or not to pay, is my 3 hours I spent grinding worth a dollar? Think you'll say no and try to make up for it? Oh no, *sigh* more dollars down the drain...
This mechanic has been around for a very long time, and eventually it will suck for the players because the company that hosts it gains more money by providing a somewhat poor service than by providing a good one.
Waiting for Guild Wars 2, and maybe SWTOR until that time...
This was the Fear of Death mechanic, you could either have Perfume active and be immune to it or buy it off for Myrhh that you could buy with in-game gold from Servants of the Light, or could indeed wait it out till your stats went back to normal. At level cap it was indeed almost an hour.The mechanic has been removed well over a year ago though.
Waiting for Guild Wars 2, and maybe SWTOR until that time...
This was the Fear of Death mechanic, you could either have Perfume active and be immune to it or buy it off for Myrhh that you could buy with in-game gold from Servants of the Light, or could indeed wait it out till your stats went back to normal. At level cap it was indeed almost an hour.The mechanic has been removed well over a year ago though.
This was incredibly unpopular. Of course, Allods might have cost more than a dollar a death though. They were kind of money grubbers.
Even at a dollar a death, I don't see a whole bunch of people participating.
I can not remember winning or losing a single debate on the internet.
I'd rather have some sort of scaling system. Die four or five times in a week, you get no penalty. The next five deaths, you start getting EXP reductions. Die more than that and you start getting charged for it, starting at maybe 50 cents and going up a quarter each time. Obviously these numbers can be tweaked but it would do away with trollish, suicidal behavior in short order. I'd love to play more games where people were actually careful with their character's existence.
I like this idea. Perhaps give players the choice, 5$ a month and then 0.5$ per death or the standard 15$ per month.
If the death penalty is some sort of item loss, you see players venturing out only in cheap gear.
If the death penalty is real monetary loss, what hope is there that they will venture out at all?
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.
I'm thinking along the lines of 10 cents per where you can buy a pack of 20 for 2 bucks, or get them on sale every once in a while for half-price.
I have a real problem with some games cash shops. In one (no names, I don't need enemies) they had a lowbie helmet for something like 10 dollars. No way. If it were $1.50 I'd have paid for it no sweat. I don't see the reasoning behind such pricing structures. They clearly are not intended for anyone who is careful with cash.
$1 per ressurection sounds fair. Your own lame fault for dying.