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I don't know if killing subscriptions is what Cryptic had in mind by instituting the new "death penalty", but....wow. congratulations on making a SWG class boneheaded decision boys.
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Given your experience with it, how has it impacted your gameplay? How does it work, and what are all the negative ramifications of the system?
Are there any positive aspects?
Hell hath no fury like an MMORPG player scorned.
I would say the potential positive aspects are (1) most MMOs have a death penalty, (2) zerging has been a problem in STO, and (3) the difficulty slider means that the penalty is minimal for players who don't want it. The main negative I can see is that they flip-flopped after launch, SWG style as you say, and I was there in beta telling them to have a death penalty at launch so that is lame. Here is the actual DP system:
Injury System
In conjunction with the new Difficulty Settings, we are introducing an injury system that adds added risks to playing on higher difficulties. Depending on the type and severity of the injury sustained, you will notice a decrease in related performance until treated. Federation players will receive a mission that sends you a contact on Earth Space Dock which will explain more about injuries.
Here’s How It Works
* If your captain, your bridge officers, or your ship is defeated, there is a chance they will receive one injury. This occurs at the time you are defeated, regardless of whether or not you respawn or are resuscitated. Injuries cause various de-buffs depending on the type and severity.
* If you receive an injury, the severity of that injury is determined by chance, modified by the existence of any untreated injuries already on that character/ship. For example, the chance of receiving a Major or Critical injury is increased if the character/ship has an untreated injury already.
* Injuries do not occur below level 5 on any difficulty setting and there is a maximum of 50 total injuries each character/ship can sustain at any given time.
Type of Injuries
* Minor – The negative effect of minor injuries is small enough that it would take several minor injuries before most players would notice any difference in performance.
* Major – These injuries feel significant, but the character/ship can continue to function with only slight performance decreases. Sustaining more than one major injury of the same type (which modifies the same stat) will begin to cause noticeable performance impacts.
* Critical – These injuries will cause noticeable performance impacts. A character/ship may still continue on in a mission (and succeed) with more than one critical injury, but each additional critical injury will prove costly to treat and will put the character/ship below the expected potency curve.
How to Treat an Injury
* Visit a medic/engineer in your faction’s major social hub and pay them energy credits to remove the injuries. Use an injury pack to remove the item yourself.
* Regenerators treat personnel injuries – Components treat ship “injuries” (damage)
* Each pack comes in 3 versions that correspond to the severity of the injury.
* Injury packs are not available in replicators, but some packs are available stores.
* There’s a chance of finding some types of injury packs as a reward drop.
* Your medical/engineering staff will automatically treat each Minor Injury 30 minutes after each injury was sustained.
They created a death penalty when a very large percentage of the playerbase was asking for it, and instituted it in a way that makes it pretty much optional (risk vs reward based). I can't see the OP's analogy to the SWG NGE/CU.
Hell hath no fury like an MMORPG player scorned.
The death penalty is associated with higher difficulty levels. Higher difficulty levels provide higher rewards (an increased % chance of better loot drop). Thus there is now a risk:reward scenario that 99.9% of the player population felt was lacking from the game.
You can play on normal difficulty w/out a death penalty, and so nobody is negatively affected by the addition of this change... its simply an additional choice given to players. The only people that are bitching about it are baddies who insist on playing on harder difficulties levels and sucking it up(apparently the OP).
So, basically Cryptic gave people exactly what they were asking for. And everybody that doesn't suck is actually pretty happy with an OPTION for a more challenging gaming experience. Which is why this thread is stupid.
Every MMO I've played has some form of death penalty. Shockingly, I have to side with Cryptic on this one if my understanding on how it works is correct.
Normal difficulty=no DP, normal chances of loot, normal XP/SP rewards. Higher difficulty=better chance to better loot, more XP/SP. Is this correct? If so, I don't see a problem.
This is correct. There is no change at all for gameplay on Normal difficulty.
Is there actually good loot in the game now? The DP sounds pretty weak, even on hardest difficulty. Is the loot worth it? Sounds like choosing an annoyance and extra costs for little reward.
I haven't experienced it though.
The challenge is why most people enjoy it, but yes... the loots drops are much improved over normal difficulty. Whether there is "good loot" in the game is speculative and depends on the opinion of a person.
The death penalty isn't really an issue as long as your not terrible.
Strange. From what the devs were saying on the STO forums, even normal setting has a slight death penalty; they claimed it wouldn't be fair otherwise. Then again, that could have beenan error; it wouldn't be the first time a Cryptic dev said one thing, but meant another.
"Oh my, how horrible, someone is criticizing a MMO. Oh yeah, that is what a forum is about, looking at both sides. You rather have to be critical of anything in this genre as of late because the track record of these major studios has just been appalling." -Ozmodan
Except when your weapons and abilities just stop working for no reason due to bugs that have been in the game since closed beta