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i prefer a challenging mmo with a real death penalty, like xp loss, or something equivalent time-wise. can someone explain the risk vs. reward system in this game? i did play WoW and the death penalty just wasn't severe enough as gold was too easy to come by to repair the gear.
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if you thought Wow wasn't severe enough, then this won't be either. I strongly suggest playing the sandbox, open world pvp, ffa type games. The audience as a whole doesn't want those types of penalities in their games.
There is some penelty to stats after dying as well as having to wait to rez after running back or being rezzed.
I have a great game for you if you like risk vs reward.
Its real life. Join the military, go shoot up random RL noobs. Its awesome. Like if you get hit, you`re punished by extreme pain, lacerations or even permanent death. I suggest you give it a shot.
If you think your life is too precious, you can always try investment. All you risk is your money. If you invest at the wrong place, you lose some, if you dont, you make some.
Basicly the deathpenalty in Risk is either:
1. The awful run back to your corpse
or
2. Ress at the graveyard, and pay a few coins to get fixed.
LMAO
u have 3 types of penalty, deppending on how you die. 1st type is loosing soul percentage. in order to actually regain those soul points (so you don't loose your gear when you reach 0%), you have to pay a certain ammount of silver/gold. also, this way, you have to run to your corpse. 2nd is loosing both soul and stats for a period of time. when you're dealing with an attack on a stone or a rift hunting party, this is heavily NOT recommended (unless you're either a maniac that can play like a god or you're a lvl 30 hunting in the 10-20 area). 3rd is the PVP death (not in the arena or VS strongholds of the other nation) which, from what i can understand, doesn't cost soul percentage but can make you loose your gear... i sugest you look on the RIFT forum though since, if memory serves me right, you will find a complete and detailed explanation there (the thread is there since second beta and it kept having things added to it as they were added/changed during the beta phases). also, try getting above lvl 20 for you to really understand the death penalty better since that's when you start dieing a lot (arena, instance runs, rift hunts... the works) and you'll start noticing that even though the penalty doesn't seem all that great when you start, as you grow, the price for soul percentage grows as well (it costed me about 70s at lvl 11 for 50% and about 3g at lvl 21 for 40%).
At least in real life you don't have a huge hissy-fit when your hardcore character, that you invested so much time in, dies and becomes unplayable - That's because you're dead, and can never play that, or any other, game ever again!
Good lord, its really a shame there are people like this on these boards. You just don't understand, do you?
Games with more risk gives the player a heightened state of gaming, because it pulls them in more, the highs are high, the lows are low, some people like that better than WoW, which is just ... a steady low.
Also, no, no AAA MMOs have had death penalties since 2004, except Vanguard. Another reason why I probably would have to try REALLY hard to even remember a play session in said MMOs. I have no connection to my character and honestly couldn't care less if he died, cause nothing happens. There's no sense of urgency or danger in the game, I'm not drawn into it.
Hah, you dont know that, some say death is only the begining!
Maybe there is a mega-blockbuster-MMO on the other side.......
I actually find full loot PvP boring, when you get to a certain point, you dont really care much for the equipment, if so, you got it stored.
Which leads me to the thought that the next hardcore pvp modus will include "con loss", aka you have a certain amount of constitution, and each time you die there is a chance you will loose one point when ressurected, eventually leading to permadeath.
Sorry, you are out of luck. Rift has a reasonable DP. It costs gold to mend ones soul. You might want to try one of the Asian gank fests, some of them still have exp and/or item loss. You might also try Darkfall or Mortal Online. They are FFA full loot. Is that enough of a death penalty?
Should of played Everquest a few years back when you had Corpse Runs and experiance loss (still have the exp loss currently). When you died you had to run from zone to zone naked dodging mobs and other nasty things untill you got back to your corpse and your gear, that is if you didn't already die a few more times trying to get to your gear. And if you didn't get your corpse in 7 days, you lost EVERYTHING on that corpse.
I remember that. Also from Asherons Call 1. People had to keep entire sets of back up armor and weapons in their vault, just to have a chance of getting back to their corpse. Some times, you just had to leave it. No more of that for me, thank you very much. I very much enjoy Rift. Its an enjoyable, well polished game. Thats all I'm looking for at this point.
There is no significant difference, between death penalties in WoW and Rift to answer your question. Rift has been designed to appeal to a large market, and hardcore death penalties do not appeal to the vast majority of gamers.
Even in games that do have them, like EVE online, it can only take one faulty connection or computer glitch to find yourself set back a month or more of playing time. It also provides an additional burden on Customer support as inevitably many people will look for ways to blame anything but themselves on their death and want compensation or gear returned.
In short, keep walking. On the other hand if Trion keeps up with their aggressive efforts to counteract gold sellers, then gold penalty may just be enough for you.
You will never reach your destination if you stop and throw stones at every dog that barks
~ WC
I don't know why you brought FFA full loot PvP into this. This seems to be the only argument people every use. They go and point at EverQuest or Ultima Online as examples of what all death penalties were like, and scream about how awful they were.
Guys, Before WoW came out there were SEVEN years of MMOs, dozens of titles with different forms of death penalties. Why is it you keep assuming that the only MMO that ever existed before WoW was EverQuest. "Corpse runs sucked!" as an excuse against death penalty "camping mobs sucked!" as an excuse for instances. There were other games that didn't have these problems. Good lord.
Lol yep I remember watching my friends play AC and how if you died it would drop your most expensive items you had on you and some armor.
when it comes to pve games i prefer some kind of meaningfull death penalty to help prevent idiotic zerg fests and promote tactical group play. i simply do not get attached to the world or it's lore if there is no danger in dying so i naturally avoid the kiddie games.
anyway, maybe they had a "hardcore" server or special death penalty within dungeons or raids to achieve a sense of danger.
Not gonna happen. It might cause a casual player to stop playing <rolls eyes> basically any feature that could add depth/risk vs reward, has to get measured up against "will casual players enjoy this?" which is why we've had NO innovation in 6 years of AAA games outside of public quests, and Vanguard's systems.
Risk/reward have very little to do with innovation.
And while I agree that there should be some people are all stuck in one of the 2 extremes. Eiter is there no death penalty at all or people want perma death or full looting or corpse runs.
I like Lineage where sometimes you randomly could drop an item and if none from your party picked it up a random monster did and added it to it's loot list. That made people somewhat scared of death but not enough to avoid all kinds of danger, since it wasn't that common it was still worth doing dungeons.
As for the whole "lets blame the casuals" thing, if you make a great game it will get all kinds of players. Diablo were actually pretty hard and still it had loads of differenrt kinds of players including a lot of casual ones.
Worry about making a good game instead of what you think will sell and you'll do fine. If you instead just copy the current leader you will in 9 cases of 10 fail miserably.
ok so can someone post a direct hyperlink to what the death penalty is or simply copy / paste the terms?
I am almost sure that you'll not enjy playing RIFT with your priorities. RIFT is a very different game than your expectation
There is almost no penalty. Very similar to WoW, if you die in a rift event, you loose the big prize as you cannot contribute while in soul form until you recover your corpse, but you can move onto the next one as RIFT's are not rare events. You almost loose nothing from death if you do not mind a minute of soul walking
No actually, vanguard didnt get forced out. it was a horrible product. I bought the game the day it came out, i had been following it for awhile, was very excited to try it. Instead I tried to play it for 3 weeks. And it was the biggest pile of crap I have ever played. It was still in an Alpha State. It had graphical buggs out of the ying yang, everything was buggy. Quests,graphics, mobs, players etc. nothign worked worth a crap.
And while I do want a heavier penalty system in place for deaths, I think it depends on the game and leveling. For example, I LOVED playing ffxi, but Taking losing 6 hours of leveling everytime I died was a lil harsh. Since I worked odd hours I always ended up playing with ppl I didnt know. And that what drove me to quit the game, even tho, to this date I think it is one of the best games I have ever played. Sometimes a too strict penalty system, can make a game unplayable in the end.
I think one system that made it exciting, and yes I am goign to quote wow here. But the algalon boss system for example. You had 1 hour per week. So it really built on the excitement of fighting him. I would love to see more like this.
I was playing chess the other day, and lamented how boring it was because there wasn't a death penalty.