I came from games like EQ and Eve Online and it was kind of a let down when I first died in AoC and was spawned on a pad somewhere within the zone. It took me a long time to become accustomed to it and really I still kind of miss the days of watching out for where my binds are before venturing too far from home.
I played Darkfall Online and now Rise of Agon a bit and in them when you died you went to your bindstone. Something similar to your clone station or bind point in EQ. Recently they added the option to go to your house and now you even have the option of going to a stone nearby.
In some ways I really like what Rise of Agon did there. It's not like AoC where there are several pads within a short walking distance of your farming spot and you don't have to go all the way across the map to go where you need to be. I do miss EQ for it's somewhat limited fast travel, binds, and teleport spells though.
What do you guys think? What is your favorite type of respawn system?
Comments
I'd want Ghosts to have their speech text changed so that similar length sentences that have ghostly sounds to the words appear instead. Each word randomized so that it can't be deciphered.
Then I'd want a Skill such as UO's Spirit Speak, or a Spell, that can allow the caster to understand what the Ghost player is saying.
And I'd want Ghosts to be invisible until either they speak, turning them visible for about 10 seconds each time, or someone casts Spirit Speak, which would reveal them.
I'd also want Crystal Balls that can be used to communicate with Ghosts of players who have been linked to them, such as Guild mates or other friends. From anywhere in the world.
With that, a player could "sacrifice" a character for a time, by staying as a Ghost for maybe a lengthy time, deep inside a very tough Dungeon, so as to keep their Guild informed.
I'd also want a means for other Players to "cast out" a Ghost, sending them to a Resurrection Stone. In case there's an issue of players spying on other Players.
Once upon a time....
then a msg should pop.. which is the msg of god.. and he ask you questions if your worthy to enter your own body again..
I'm not a masochist, but I do like hard consequences for dying. It's a bit like kicking someone who is down, but it also makes people think about what they're doing.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Basically dying brings on its own game. Of course, it probably wouldn't work in that you get a group of friends together, someone dies and that's it for the play session as "dead boy" now has to go do his own solo game.
They could make it that players have to go and retrieve their fallen comrade (or guild members, whomever ... ) but constantly going to the underworld might get tedious with every death.
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
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
If you lived a good life and helped people, you would restart with bonuses on a newb character.
If you were a douche, you would come back as a level one Rat for newbs to kill, or a piece of shitty gray armor.
Gut Out!
What, me worry?
If there was a sort of "wait if you do this you'll survive" bit of game play then that would at least be satisfying and I could accept the character's death.
Couple that with the ability to retain some of the previous character's possessions or maybe a small amount of "bump" xp and it could be worth it.
I'd imagine one would still keep their name if they wanted as characters do die and the list of names would be cannibalised rather soon.
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
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Even in MMOs, i do it, i played WoW classic, died at level 11, deleted char.
You can see my sci-fi/WW2 book recommendations.
Another cute idea : when you die a "minigame" start, like sono dozens mobile game whose names I can't remember, the one you are moving constantly forward and you have to steer and grab perks etc. Allies (or dedicated classes, healers themselves) could use their skills to help you in this minigame by making perks appear, boosting your speed etc. If you complete this minigame before the times run out you respawn right on your corpse, otherwise you go back to respawn
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Your party could still resurrect you immediately for a smaller XP penalty, and the time it takes to find a daemon to do it wouldn't be much different from an EQ or UO corpse run. You would just be playing a different part of the game during that time instead of mindlessly running as a ghost to find a healer or back from your bind point to get your corpse. It basically makes dying as punishing and time consuming as dying in EQ, but without the boredom of a corpse run.
One thing about UO, gear wasn't usually top end stuff. The top gear was saved for special occasions, with plenty of friends for protection.
With gear being less than top end, it was easily replaced, so losing it wasn't a real big deal.
I say "replace gear with new abilities and magical powers", for the really great stuff. Let gear be something that you can replace and it's not a huge deal.
That can allow for more options in how death is handled.
Once upon a time....
MAGA