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Permadeath as a Hero, or Safety as a Normal. Choice & Heroism.

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Comments

  • neonwireneonwire Member Posts: 1,787

    Originally posted by gauge2k3

    Alpha classes don't work, period.

     Anything can be made to work if it is extremely well designed and implemented.......period.

  • OzmodanOzmodan Member EpicPosts: 9,726

    I don't understand what the need for permadeath is?  You want to experience permadeath go play diablo hardcore and find out how dying by lag feels because you almost will always die to that before anything else.  That is exactly why no developer is going to touch it with a 10 foot pole.  The support issues would be overwhelming!

    You permadeath fans are just beating a dead horse, it is just not going to happen unless some developer loses their senses.

  • AxehiltAxehilt Member RarePosts: 10,504

    Originally posted by Emergence

    Luck is a big deal in Emergence. A roll of the dice can determine Death, Treasure Rarity, Quest Access, Zone Access, Random Encounters, Merchant Access, Dungeon Access, and the always- Critical Hit % and Skill Success. The idea in death isn't to make a player upset when he DOES die...but to make the player grateful he didn't die. This is as simple as saying "You are Dead." to all players, anytime they do. And if you don't die... a small movie appears, and you get another chance. Perhaps the 10% chance won't be of death, but of surviving. There are also other rewards, such as more character points at creation (a % of what you lost) as well as other events or even quests.

    You're aware that an emphasis on Luck deemphasizes Player Choice, right?

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

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