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Why games need a Death Penalty

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  • IhmoteppIhmotepp Member Posts: 14,495
    Originally posted by alucard3000


    http://www.youtube.com/watch?v=sLZvb6h1Hlc&feature=quicklist&playnext=2&playnext_from=QL

     

    Very nice indeed.

     

    image

  • KyleranKyleran Member LegendaryPosts: 44,078
    Originally posted by AgentAnarkii

    Originally posted by Toquio3

    Originally posted by huge_froglok

    Originally posted by Axehilt

    Originally posted by tazarconan


    I had once a vision of an mmorpg where the quality of the players would be defined by their lvl ad not from their gear (items lvls). That means that the improvement of the players would be continual throught their adventures and not static like the usual mmorpg's where after u hit lvl cap u just start farming raids or battlegrounds for justbetter gear in order to raise your actual lvl by items (wow).

    Defined by their level?  Genius!   We could even reward players gear based on their level, to further differentiate and reward skilled play!

    We might call this new type of level "arena rating", to differentiate it from existing games where leveling is automatic.  You would gain arena rating from winning, and lose it from losing (death penalty!,) and the magnitude of change would be based on the relative ratings between the two competing teams.

    This is a new idea, we should run with it!

     

    I think if you want to talk about why Arena PvP is a bad idea, maybe start a Topic called "Why Carebear PvP systems are better than real world FFA PvP systems".  I will participate in that one..

     

    Hmm, I think it might have something to do with the fact that "carebear pvp systems" like arenas are an actual test of the players' skill, while real world FFA PvP systems are just a test to see who has the most people.

    I'm gonna have to agree with you on that one. For example in EVE you don't win because of skill you win because your side had X number of battleships then the other side. WoW's pvp is fun BG's are normally equal and the Arenas are fun i don't personally play WoW but it's got good balanced pvp.

     

    You obviously don't play EVE either since you have no clue what really wins battles in EVE. Blobbing is one tactic, but not the only tactic that wins the day.

    But back to the OP, I agree that severe DP's are a good thing, but the trick is, how much is enough?  DFO players think FFA looting at death is fine, I'm not so cool with it even though in EVE we have a form or it.  That I'm able to more easily control my losses is why I avoid DFO, however if it was like Shadowbane where you only lost the loot you were carrying I'd enjoy it more.

    Players have a wide variance in their tolerance towards death penalties and most devs these days cater to the largest demographic which has players solidly against them.

     

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  • Frostbite05Frostbite05 Member, Newbie CommonPosts: 1,880
    Originally posted by Kyleran

    Originally posted by AgentAnarkii

    Originally posted by Toquio3

    Originally posted by huge_froglok

    Originally posted by Axehilt

    Originally posted by tazarconan


    I had once a vision of an mmorpg where the quality of the players would be defined by their lvl ad not from their gear (items lvls). That means that the improvement of the players would be continual throught their adventures and not static like the usual mmorpg's where after u hit lvl cap u just start farming raids or battlegrounds for justbetter gear in order to raise your actual lvl by items (wow).

    Defined by their level?  Genius!   We could even reward players gear based on their level, to further differentiate and reward skilled play!

    We might call this new type of level "arena rating", to differentiate it from existing games where leveling is automatic.  You would gain arena rating from winning, and lose it from losing (death penalty!,) and the magnitude of change would be based on the relative ratings between the two competing teams.

    This is a new idea, we should run with it!

     

    I think if you want to talk about why Arena PvP is a bad idea, maybe start a Topic called "Why Carebear PvP systems are better than real world FFA PvP systems".  I will participate in that one..

     

    Hmm, I think it might have something to do with the fact that "carebear pvp systems" like arenas are an actual test of the players' skill, while real world FFA PvP systems are just a test to see who has the most people.

    I'm gonna have to agree with you on that one. For example in EVE you don't win because of skill you win because your side had X number of battleships then the other side. WoW's pvp is fun BG's are normally equal and the Arenas are fun i don't personally play WoW but it's got good balanced pvp.

     

    You obviously don't play EVE either since you have no clue what really wins battles in EVE. Blobbing is one tactic, but not the only tactic that wins the day.

    But back to the OP, I agree that severe DP's are a good thing, but the trick is, how much is enough?  DFO players think FFA looting at death is fine, I'm not so cool with it even though in EVE we have a form or it.  That I'm able to more easily control my losses is why I avoid DFO, however if it was like Shadowbane where you only lost the loot you were carrying I'd enjoy it more.

    Players have a wide variance in their tolerance towards death penalties and most devs these days cater to the largest demographic which has players solidly against them.

     

    I agree there are many other ways to win in battles in EVE. Sadly, having superior numbers usually wins the day.

  • AmatheAmathe Member LegendaryPosts: 7,630

    A game doesn't "need" a significant death penalty. But there are certain important aspects of the game that benefit from having one.

    Grouping and community have suffered a great deal from the minimization of death penalties. In games that have one, sure, you can solo. But a lot can go wrong soloing and it only takes one or two deaths to erase your gains. So people grouped up for safety reasons. Which meant that other people meant more to them, they met and interacted with more people, and they cared about their reputation on the server. You also may need help if you died. Which meant additional player interaction and interdependence.

    The death penalty also gave the game an emotional component. You entered a zone with a feeling of trepidation. You experienced fear. That made the game more immersive and real, as well as more exciting. You couldn't just run around carelessly, safe in the knowledge that the worst that could happen to you was a 1 minute run back. The focus you attained because of your concerns made the game more enjoyable.

     

     

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • inBOILinBOIL Member Posts: 669

    Roleplaying games needs to simulate loser feeling somehow,or there is no victory.

     

    To those who didnt know,these games only simulates winning,you get new items,exp ,money,etc when you kill something,but when you die,you dont lose anything.

     

    Generation P

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by inBOIL

    Roleplaying games needs to simulate loser feeling somehow,or there is no victory.
     
    To those who didnt know,these games only simulates winning,you get new items,exp ,money,etc when you kill something,but when you die,you dont lose anything.
     


    No victory with winning?

  • inBOILinBOIL Member Posts: 669
    Originally posted by Gdemami


     

    Originally posted by inBOIL
     
    Roleplaying games needs to simulate loser feeling somehow,or there is no victory.

     

    To those who didnt know,these games only simulates winning,you get new items,exp ,money,etc when you kill something,but when you die,you dont lose anything.

     

     

    No victory with winning?

    now ask from yourself how can you win something when theres no way to lose.

     

    Generation P

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by inBOIL

    now ask from yourself how can you win something when theres no way to lose.

    Like this?


    Originally posted by inBOIL

    you get new items,exp ,money,etc when you kill something

  • pon14pon14 Member Posts: 45

    I agree, most games have a almost pointless death penalty, while alot dont even have one.  I think that EVE is going in the right direction with clones and what not, but I think games need to have a major death penalty.  I would like to try an MMO where death penalty is complete death and restart as a new character, personally, I think I would enjoy a game like that, because it adds fear to the game.

  • inBOILinBOIL Member Posts: 669
    Originally posted by Gdemami


     

    Originally posted by inBOIL



    now ask from yourself how can you win something when theres no way to lose.

     
     

     

    Like this?

     



    Originally posted by inBOIL



    you get new items,exp ,money,etc when you kill something

     

     



     

     

    yes,because you refuse to understand what losing means or in worst case you dont even know,yes just like I explained.

     

    Generation P

  • brostynbrostyn Member, Newbie CommonPosts: 3,092
    Originally posted by pon14


    I agree, most games have a almost pointless death penalty, while alot dont even have one.  I think that EVE is going in the right direction with clones and what not, but I think games need to have a major death penalty.  I would like to try an MMO where death penalty is complete death and restart as a new character, personally, I think I would enjoy a game like that, because it adds fear to the game.

     

    Nothing stops you from doing this in any game.

  • pon14pon14 Member Posts: 45
    Originally posted by brostyn

    Originally posted by pon14


    I agree, most games have a almost pointless death penalty, while alot dont even have one.  I think that EVE is going in the right direction with clones and what not, but I think games need to have a major death penalty.  I would like to try an MMO where death penalty is complete death and restart as a new character, personally, I think I would enjoy a game like that, because it adds fear to the game.

     

    Nothing stops you from doing this in any game.

     

    I meant, a game that forces you to do this.

  • ReeperReeper Member UncommonPosts: 121

      Ide like to see a Death Penalty thats close and Personal, perhaps, a Damage in stats, loosing stats that damage your performance, then a few side quests that send you out to repair your stats, something that would give you pause to think before runing headlong into a dungeon with no fear, funny ive seen a death penalty in WOW that increase repair costs to equipment and players get all bent outa shap over it,  can you imagine if those little kids in WOW had a real death penalty something of note? something that adds that emotion of fear to playing feild?

     

          The gear Idea would change, from what can get me through the Instance the fastest, to What can keep me alive the longest.

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by inBOIL
     
    yes,because you refuse to understand what losing means or in worst case you dont even know,yes just like I explained.

    So it is me to blame for not understanding a nonsense you say?

  • huge_froglokhuge_froglok Member Posts: 135
    Originally posted by Ihmotepp

    Originally posted by huge_froglok


    (Note: By Death Penalty I am referring to major penalties: Exp loss, etc.  Durability loss is not a penalty when gold is meaningless)
    Why is Death Penalty a good idea? 
    Games without a death penalty have

    Too many max levels characters.  These are the same people who would have been held back in any normal MMORPG, because their lack of skill would have kept them at the appropriate level until they've gained some skills.  Every max level player in these games is just a number or statistic.  They can't become famous, because there are probably 1000 other max levels of the same class due to the trivial leveling system.
     

     


    It's an MMORPG. You're not "famous" because you can tolerate a horribly boring grind when other people can't. You may be obsessive compulsive, or easily entertained, but not "famous".

     

     

    What does it have to do with grinding?  They make getting to max level too easy anymore.  The lack of a Death Penalty is just part of that.  

    MMORPGs should have grinds, otherwise you will just be a statistic in them.  Or at least require some skill to get to the max level, maybe not dying every other fight with NPCs?  Lol.

    And yeah max levels are famous if reaching max level is actually difficult again.

  • huge_froglokhuge_froglok Member Posts: 135
    Originally posted by pon14


    I agree, most games have a almost pointless death penalty, while alot dont even have one.  I think that EVE is going in the right direction with clones and what not, but I think games need to have a major death penalty.  I would like to try an MMO where death penalty is complete death and restart as a new character, personally, I think I would enjoy a game like that, because it adds fear to the game.

     

    Lol.  I didn't mean that kind of penalty.

     

    The problem with those kind of penalties is that it doesn't make sense in an MMORPG.  In an MMORPG, the point is to advance your characters level, your gear, etc.  If you make them lose everything, and it is too time consuming to get to the top, people are gonna just quit whenever they die..Who wants to play a game for 40 days then die because of some server glitch and lose everything?

    The problem with Darkfall is that you lose too much.  Who wants to PvP in a game if you're going to lose gear when you die?  People would just hide in towns all day.  Zones outside of safe zones would be empty.

    EQ had the right penalty, an exp loss that was percentage based, and your corpse stays where you die, making you spend even more time to recover it.

     

     

     

  • inBOILinBOIL Member Posts: 669
    Originally posted by Gdemami


     

    Originally posted by inBOIL

     

    yes,because you refuse to understand what losing means or in worst case you dont even know,yes just like I explained.

     
     

     

    So it is me to blame for not understanding a nonsense you say?

     

     

    no ,dont you understand,you are calling losing to nonsense.

     

    Why games need a Death Penalty

    if in that game winner is the killer  then how is it possible that who got killed is a winner also?

    truth is that we are talking about toys,not games.

    toys doesnt need loser functions,thats all,very simple.

    but question is,how many can admit that they are playing online toys,not games.

     

     

    Generation P

  • pon14pon14 Member Posts: 45
    Originally posted by huge_froglok

    Originally posted by pon14


    I agree, most games have a almost pointless death penalty, while alot dont even have one.  I think that EVE is going in the right direction with clones and what not, but I think games need to have a major death penalty.  I would like to try an MMO where death penalty is complete death and restart as a new character, personally, I think I would enjoy a game like that, because it adds fear to the game.

     

    Lol.  I didn't mean that kind of penalty.

     

    The problem with those kind of penalties is that it doesn't make sense in an MMORPG.  In an MMORPG, the point is to advance your characters level, your gear, etc.  If you make them lose everything, and it is too time consuming to get to the top, people are gonna just quit whenever they die..Who wants to play a game for 40 days then die because of some server glitch and lose everything?

    The problem with Darkfall is that you lose too much.  Who wants to PvP in a game if you're going to lose gear when you die?  People would just hide in towns all day.  Zones outside of safe zones would be empty.

    EQ had the right penalty, an exp loss that was percentage based, and your corpse stays where you die, making you spend even more time to recover it.

     

     

     

    Personally I think that kind of penalty would be good for hardcore games, I would like to try it but until I can I can't be sure if it would work but it does make it more realistic, or maybe not that deep but something along with EVEs cloneing system, where you loose stats, and skills, along with very expencive, rare, possible one of a kind items, and even rebuying them involves searching systems for parts.  Beside complete death, I like EVEs system, because you do loose alot, but not everything, unless you never update your clone...then you loose almost everything

  • pon14pon14 Member Posts: 45

    Also, I meant it would be good more more MMOGs.  Where you have items, money and rep, but not really XP or skills or atleast a big ammount of skills.  It would be good for games where its like a sandbox like eve, except without there being like 5000 skills.  So for games that its rep and money based, so if you die and are like one of the top 10 most wanted in the game, you can be pronounced dead, and you have to start over, without rep, money, and certain skills.

  • inBOILinBOIL Member Posts: 669
    Originally posted by huge_froglok



    The problem with Darkfall is that you lose too much.  Who wants to PvP in a game if you're going to lose gear when you die?  People would just hide in towns all day.  Zones outside of safe zones would be empty.

    My primary problem with darkfall is that you can carry away unrealistic amounts of items,you can unwear for example platemail from corpse way too fast,you can delete items in a game what triest to be realistic,theres too many flaws .

    it could be good but at the moment ,its not.

     

     

    Generation P

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by inBOIL
     
    no ,dont you understand,you are calling losing to nonsense.

    Again, do not blame people for not accepting your invalid and flawed arguments.

    The loser does not need to suffer a damage in order to make someone else victorious.

    The truth is, you can lose just simply by failing without any loss.
    Loss is optional, nothing as needed.

  • huge_froglokhuge_froglok Member Posts: 135
    Originally posted by Gdemami


     

    Originally posted by inBOIL

     

    no ,dont you understand,you are calling losing to nonsense.

     
     

     

    Again, do not blame people for not accepting your invalid and flawed arguments.

    The loser does not need to suffer a damage in order to make someone else victorious.

    The truth is, you can lose just simply by failing without any loss.

    Loss is optional, nothing as needed.

     

    They need to lose something significant..

    It's not that the fact that you won that made you feel good.  It's the fact that you didn't die, and didn't lose what you were afraid of losing.

    Now, that other guy can get a rez or something, but he won't fully recover.  Sometimes you win and sometimes you lose.  Sure you feel bad for the other guy, or maybe you are happy about it if you really didn't like them.  Either way, it is better than PvP where you don't feel anything (like games without Death Penalties)

     

  • SovrathSovrath Member LegendaryPosts: 32,963
    Originally posted by huge_froglok

    Originally posted by Gdemami


     

    Originally posted by inBOIL

     

    no ,dont you understand,you are calling losing to nonsense.

     
     

     

    Again, do not blame people for not accepting your invalid and flawed arguments.

    The loser does not need to suffer a damage in order to make someone else victorious.

    The truth is, you can lose just simply by failing without any loss.

    Loss is optional, nothing as needed.

     

    They need to lose something significant..

    It's not that the fact that you won that made you feel good.  It's the fact that you didn't die, and didn't lose what you were afraid of losing.

    Now, that other guy can get a rez or something, but he won't fully recover.  Sometimes you win and sometimes you lose.  Sure you feel bad for the other guy, or maybe you are happy about it if you really didn't like them.  Either way, it is better than PvP where you don't feel anything (like games without Death Penalties)

     



     

    um, no.

    Losing is significant. However, it seems that people are arguing a very subjective point of view. H.Froglock, you might not have any issue with losing for losing sake but I can assure you that there are people, myself included who actually value the idea of winning/losing for its own sake. The sting of failure is actually very palpable for them as a concept. So is the joy of winning for its own sake.

    I realize this might be a difficult thing to grasp for a person who likes to "up the stakes" but take into account that just the idea of winning or losing can actually have value unto itself without anything else attached.

    What you are saying is that these concepts don't ring for you. But that is "you".

    Just becasue you don't value it doesn't make it any less real.

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  • DubhlaithDubhlaith Member Posts: 1,012

    I have to agree. I do not really agree with the principles behind level-based games, but if you are going to have levels, then they should mean something. Someone that has made it to the maximum level should be impressive. That is why serious experience penalties (for pve-based games) have my vote all the way. If you need to group, and play with some skill to defeat encounters, and if you fail you lose some actual time and effort, than the importance of doing well is more significant. I know MMOs do not have the same levels of difficulty that we used to find in single player games.

    I am sure all of you have played the original Marion Bros. at some point, even if you are too young to have gotten the Nintendo when it game out. That game was hard. You had to do things right, the first time, or you died horribly. Once you died horribly, you were dead. You had a finite number of chances, after which, that was it. Game over. That kind of danger tapered off at some point, but I still think it is a good idea. I am not promoting "hardcore" games, in which death is really death, but something where death is upsetting, would be good.

    I know some people argue that "it's a game, and we should not have to endure anythign even slightly unpleasant during our gametime." Perhaps that is true, but for me, if there is no risk, there is no reward. That is true in life, and in games, if there is no risk, I feel like I have accomplished nothing, no matter what I do.

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  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by huge_froglok
     
    They need to lose something significant..

    I respect it as your opinion but that does not mean it is truth nor count as an argument.

    It is not better, it is different.

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