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Best Death Peanalty Idea Ever


Hi all,


 


Well maybe this isn’t the best idea and I’m almost certain someone has proposed this before but I was thinking of it last night and had to whip off a post about it.


 


So When it comes to death penalty I have always thought mainstreams MMO’s offer far too little in the way of any meaningful penalty (e.g. Wow, TOR, AoC, WAR etc.). On the other hand “full looting” in some of the more “hardcore” MMO’s is fairly extreme and often leads to people never wearing there good gear.  In my opinion full looting often has a negative effect on how people play, although this certainly depends on the game and is totally debatable. 


 


To my knowledge there isn’t many MMO’s that offer much in-between the above 2 models (although I very well could be wrong).


 


Anyways my idea is that each class in a game would have 1 or 2 major buffs that could only be placed on themselves.  Theses Buffs would be enough that it would fundamentally effect your play if you do not have them on.


 


Nothing new so far right? The catch would be you would only receive (e.g 6,10 or 15) Buffs over a 24 hour period.  Meaning that if you died X number of times you would be kind of useless in competitive PvP or PvE.


 


This in my mind would make Raiding Deaths and Open world PvP meaningful enough that it would sting to die but not to the point where you quit the game and throw your computer out the window.


 


Obviously this system could be exploited and you would need to have safe guard to protect lower level or less powerful avatars.  Overall though I think (if done right) this type of system could be spectacular.


 


What do you guys think?


       

«13

Comments

  • MMOGamer71MMOGamer71 Member UncommonPosts: 1,988

    Perma Death is the best death penalty IMO.

  • StonesDKStonesDK Member UncommonPosts: 1,805

    Interesting but it still doesn't beat the way EQ did it back in the day, at least to me.

    If somebody killed you they could loot 1 item you were wearing but bags were safe. Players could only attack you if they were either within two levels above or below meaning no high level ganking.

    No battlegrounds which meant world PvP all the way.

     

    I miss naked corpse runs

  • drbaltazardrbaltazar Member UncommonPosts: 7,856

    best bet would be to do like in racing!the one winning the fight get debuffed1everytime he win ,as for looting it isnt an issue most dont loot the player loot ,it is like looting a npc but instead its a player ,it isnt your stuff they loot lol

    if say a player is debuffed say x time vs a certain player he become red flagged both faction can envelope him with they love!

  • koira1koira1 Member UncommonPosts: 264

    So from what i gather, your penalty would be making people roll alts (if they dont quit before it), when they die too much and would be useless in pve/pvp for a day?

  • SojhinSojhin Member UncommonPosts: 226

    I support the ability to consider new forms of pvp; the proposed system though does not offer valuable rewards, it is one thing to have a risk, but without the reward no thanks.

  • nikoliathnikoliath Member UncommonPosts: 1,154

    I have never been a fan of "meaningful" death penalties. Single player games don't tend to have them, as you simply save often and reload, debuffing people for losing in PvP only stacks the odds further against you.

     

    I guess for me the act of losing is punishment enough, and losing in PvP is mjore than enough, knowing you have been bettered. The DP debate has rattled on ad infinitum.

     

    If you need to make special rulesets for the DP then perhaps it's not so perfect?

  • VolkonVolkon Member UncommonPosts: 3,748

    Is a death penalty fun?

     

    No. Therefore GW2 is getting rid of it. IMO best death penalty idea to date.

    Oderint, dum metuant.

  • CastillleCastillle Member UncommonPosts: 2,679
    Death penalty sucks. Therefore win penalty is better! Havent lost in pvp after 8 kills? Make it so you take 8% more damage!

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  • wesjrwesjr Member UncommonPosts: 506

    Originally posted by Volkon

    Is a death penalty fun?

     

    No. Therefore GW2 is getting rid of it. IMO best death penalty idea to date.

     

    The flaw is, if no one fears death then no one cares to do an encounter correctly.  All you hear is "Who cares, we don't lose anything by dying"

     

  • VolkonVolkon Member UncommonPosts: 3,748

    Originally posted by wesjr

    Originally posted by Volkon

    Is a death penalty fun?

     

    No. Therefore GW2 is getting rid of it. IMO best death penalty idea to date.

     

    The flaw is, if no one fears death then no one cares to do an encounter correctly.  All you hear is "Who cares, we don't lose anything by dying"

     

    I'm not sure this translates into GW2, but in GW1 if you wiped in a dungeon your party was transported out of it, meaning you had to start over. I think, without any evidence, that they'll keep the same model, but if someone knows more on this it would be appreciated.

    Oderint, dum metuant.

  • nariusseldonnariusseldon Member EpicPosts: 27,775

    Originally posted by Volkon

    Is a death penalty fun?

     

    No. Therefore GW2 is getting rid of it. IMO best death penalty idea to date.

    This.

    Have gating challenges .. like bosses difficult to kill. No or little death penalty please.

    Having a non-functioning toon is NOT a reason to play.

  • bloodbonebloodbone Member Posts: 142

    Originally posted by wesjr

    Originally posted by Volkon

    Is a death penalty fun?

     

    No. Therefore GW2 is getting rid of it. IMO best death penalty idea to date.

     

    The flaw is, if no one fears death then no one cares to do an encounter correctly.  All you hear is "Who cares, we don't lose anything by dying"

     

    I would tend to agree with this sentiment however, I get not everyone wants a death penalty.  I will also cavet my inital idea with the fact that the (Buff/ Death Penalty) would not work in instanced or pre-set PvP zones as dying a bunch is usually factored into the model.

  • AusareAusare Member Posts: 850

    Originally posted by wesjr

    Originally posted by Volkon

    Is a death penalty fun?

     

    No. Therefore GW2 is getting rid of it. IMO best death penalty idea to date.

     

    The flaw is, if no one fears death then no one cares to do an encounter correctly.  All you hear is "Who cares, we don't lose anything by dying"

     

    People care more about the loss of their time than the loss of some X factor.

  • SorrowSorrow Member Posts: 1,195

    Originally posted by MMOGamer71

    Perma Death is the best death penalty IMO.

    Im with you, but I've had this idea for an inheritance system for years.

    Goes like this, you die , your child ( new avatar ) inherits a portion of what you are, be it levels, skills, items, money.. the whole ball of wax.

    Say you are playing an archer, it only makes sense your child would have a better than average knowledge of bows, and related skills, and the bonus to restart levels would equate to a level of experience taught to the child by the parent.

     

    image

  • gaeanprayergaeanprayer Member UncommonPosts: 2,341

    Originally posted by Volkon

    Originally posted by wesjr


    Originally posted by Volkon

    Is a death penalty fun?

     

    No. Therefore GW2 is getting rid of it. IMO best death penalty idea to date.

     

    The flaw is, if no one fears death then no one cares to do an encounter correctly.  All you hear is "Who cares, we don't lose anything by dying"

     

    I'm not sure this translates into GW2, but in GW1 if you wiped in a dungeon your party was transported out of it, meaning you had to start over. I think, without any evidence, that they'll keep the same model, but if someone knows more on this it would be appreciated.

    Far as I know this hasn't been discussed yet. However, I've seen videos of people starting a dungeon from the beginning and I never saw respawn points or anything. That being said, the areas you are talking about in GW1 were the story mode instances. You never got kicked out for a wipe just for going into instances/dungeons and exploring. There are always those little respawn pillars just outside town portals. Course with the accuring -15% DP it's sometimes better to start over anyway, but still.

    As for people not caring, that's not a valid argument because you can't speak for everyone. I, for one, don't want to keep repeating the same piece of content because my team sucks and can't stop and think before making a move. If people start leaving because the team is terrible, the team ends, and the time spent is wasted. I also don't like looking bad in front of guildees and friends. At the same time, the lack of death penalty gives people the opportunity to experiment and try new strategy without the fear that their whole team will suffer for the rest of the run, because it failed.

    I'm sure there are people that couldn't care less because there is no DP and might even screw up a run because of it, but that's not a sign of an issue with a game mechanic, that's a sign of immaturity. Immature players are not the game's fault.

    "Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions."

  • bloodbonebloodbone Member Posts: 142

    People care more about the loss of their time than the loss of some X factor.

    I hear what your saying but the idea would be if you have none of your 6 or 10 buffs left for the day you have to wait for a reset before you will be able to compete in competitive content again (so this really does become a loss of time issue)

  • murrancemurrance Member Posts: 2

    How about a setup like this.

    You die in world pvp, you are forced into another realm where you are required to farm up a set amount of resources for the other player, or their faction, or something.

    Benefits for the victor in extra resources.

    The loser wouldn't have to pay or lose anything but time. Although they are forced to assist the opposing faction before being allowed back into the main game. It may reduce corpse camping too since the loser would be out of that world for a bit.

     

  • AlotAlot Member Posts: 1,948

    Originally posted by murrance

    How about a setup like this.

    You die in world pvp, you are forced into another realm where you are required to farm up a set amount of resources for the other player, or their faction, or something.

    Forced grind. Never.

  • drbaltazardrbaltazar Member UncommonPosts: 7,856

    nha the debuff is on a cooldown if you stay quiet for a say 30 minute you can start doing it again

    also i love the idea of the winner taking more damage after each win to say 35% max for exemple reseted after 30 munite fo quiet if your flagged tho you cant port in any fashion you got to use mount!

     

  • murrancemurrance Member Posts: 2

    Originally posted by Alot

    Originally posted by murrance

    How about a setup like this.

    You die in world pvp, you are forced into another realm where you are required to farm up a set amount of resources for the other player, or their faction, or something.

    Forced grind. Never.

    I wasn't thinking of any long grind. Just something minimally tedious. More of a reminder that your death is benefitting the other faction.

  • MeltdownMeltdown Member UncommonPosts: 1,183

    I feel like people tend to miss the point of death penalties and assume because they played game X, and Y that had death penalty Z that this is what works and nothing else does... of course this is also forum-hyperbole. But I think death should be more integral to the game and not just tacked on... like just taking a typical WoW-type game and adding perma-death... it has to make sense to the game as a whole.

     

    So best death penalty ever? I think the question is not fully formed, really it should be a question of what game model worked best with what death penalty? EQ with naked corpse runs, did it work because corpse runs were difficult? Or did it work because the game had lots of focus on cooperation between players and often times putting you in positioned where you needed help from others because it was otherwise impossible to say get your corpse back by yourself. 

     

    Or why full looting worked in a game like UO? Focus on crafting and resources allowed for stockpiles of armor/weapons in the areas often where you might be ressurrected (a town for instance has a bank, which allows you to access your stockpile). 

     

    But to suggest something like full looting (lets not forget UO also had monster looting) would work in a game just because full loot is the best? Blasphemy... the death penalty has to be chosen depending on the game model... not the other way around. Can't just decide you want to make a perma-death game then go and make a game and slap perma-death on it.

    "They essentially want to say 'Correlation proves Causation' when it's just not true." - Sovrath

  • drbaltazardrbaltazar Member UncommonPosts: 7,856

    Originally posted by murrance

    Originally posted by Alot


    Originally posted by murrance

    How about a setup like this.

    You die in world pvp, you are forced into another realm where you are required to farm up a set amount of resources for the other player, or their faction, or something.

    Forced grind. Never.

    I wasn't thinking of any long grind. Just something minimally tedious. More of a reminder that your death is benefitting the other faction.

    i aint against this idea either!like you got camp a kid,you have to gather say 10 item via gathering skill.and if you get attacked it reset the number done!

  • MadatanMadatan Member UncommonPosts: 182

    Originally posted by Sorrow

    Originally posted by MMOGamer71

    Perma Death is the best death penalty IMO.

    Im with you, but I've had this idea for an inheritance system for years.

    Goes like this, you die , your child ( new avatar ) inherits a portion of what you are, be it levels, skills, items, money.. the whole ball of wax.

    Say you are playing an archer, it only makes sense your child would have a better than average knowledge of bows, and related skills, and the bonus to restart levels would equate to a level of experience taught to the child by the parent.

     

    This, give it to me now!

  • waynejr2waynejr2 Member EpicPosts: 7,771

    Originally posted by bloodbone


    Hi all,


     


    Well maybe this isn’t the best idea and I’m almost certain someone has proposed this before but I was thinking of it last night and had to whip off a post about it.


     


    So When it comes to death penalty I have always thought mainstreams MMO’s offer far too little in the way of any meaningful penalty (e.g. Wow, TOR, AoC, WAR etc.). On the other hand “full looting” in some of the more “hardcore” MMO’s is fairly extreme and often leads to people never wearing there good gear.  In my opinion full looting often has a negative effect on how people play, although this certainly depends on the game and is totally debatable. 


     


    To my knowledge there isn’t many MMO’s that offer much in-between the above 2 models (although I very well could be wrong).


     


    Anyways my idea is that each class in a game would have 1 or 2 major buffs that could only be placed on themselves.  Theses Buffs would be enough that it would fundamentally effect your play if you do not have them on.


     


    Nothing new so far right? The catch would be you would only receive (e.g 6,10 or 15) Buffs over a 24 hour period.  Meaning that if you died X number of times you would be kind of useless in competitive PvP or PvE.


     


    This in my mind would make Raiding Deaths and Open world PvP meaningful enough that it would sting to die but not to the point where you quit the game and throw your computer out the window.


     


    Obviously this system could be exploited and you would need to have safe guard to protect lower level or less powerful avatars.  Overall though I think (if done right) this type of system could be spectacular.


     


    What do you guys think?


           

    This isn't an original idea.  I have suggested it many times before.  Generally people don't like the idea.

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  • maplestonemaplestone Member UncommonPosts: 3,099

    Old school death penalty: deposit $0.25 to continue.

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