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Respawn naked where you are bound. Possibly with an experience loss.
A game without consequences to death will destroy itself. Bring back corpse runs!
If you wish to make an apple pie from scratch, you must first invent the universe. - Carl Sagan
Comments
So I guess you're just going to hope SOE has never heard of WoW before and buy that line of bullshit ?
Telondariel hit the nail on the head, even original EQ isn't like original EQ unless you play on one of those hacked servers, the game has been changed to make it easier to play and more accessable to everyone.
Don't get me wrong I miss the old days of EQ and have played EQ for nearly 15 years on and off now, but times have changed and so has the player base.
It's time to move on and take off the rose tinted glasses, life changes and so should you!
― Terry Pratchett, Making Money
So? For those old enough to remember how to waltz.. they should learn to move on? I grew up in the 70's and still like listening to disco.. ( Staying Alive ).. lol I also grew up to AM radio and manual transmission in cars.. Am I to change my LIKES because times have changed? There is absolutely nothing wrong with liking retro.. and many companies out there still go after that market..
edit: I also like 80's music too.. and some 90's stuff too.. It just depends on my mood what I'm interested in at the time.. Thank you Sirus radio.. LOL Why can't computer games be treated the same respect?
death should be something to be feared. what's the use of having it in a game if it can just be shrugged off as a mild inconvenience?
death should be something you try to avoid like the plague, not laughed at.
if your unfortunate enough to die in game, it should count for something. loss of gear, loss of xp, skill penalties, something to make it something that hurts.
whats the use of having it there if it's just a minor inconvenience?
i look this wrecked because i've got GIST.
Whats your excuse?
http://deadmanrambling.com/
So you want another wow-clone? If that's what we are getting we can kiss this game goodbye.
If you wish to make an apple pie from scratch, you must first invent the universe. - Carl Sagan
Absolutely, OP. The smaller the death penalty, the more it resembles a FPS game. I like FPS but don't like RPG mixed in. Actually I might like FPS RPG, but it still would not satisfy my desire for a true MMORPG game.
Almost certainly. This will be an accessible (read: easy) game. Sure the end raids might be difficult, but I have no interest in the easy fluff that leads up to that. If SOE weren't short-bus special, they would launch servers of differing difficulty to appeal to a broader audience. Easy, Normal, Difficult, Hard Core. But we can be pretty certain they won't. One code-base to rule them all.
Luckily, i don't need you to like me to enjoy video games. -nariusseldon.
In F2P I think it's more a case of the game's trying to play the player's. -laserit
We better, I'd rather spend my time grouping than soloing 80% of the time
It also pushes more people out of a game than it brings into a game. If it brought more people in than it pushed away, we might actually see it show up, but EQN is going to be a mass market game, not a tailored, niche game.
I can not remember winning or losing a single debate on the internet.
Theory: The now burned out wow-crowd has matured and is ready for something that actually makes you stop and think if something is worth doing considering the risk involved.
If you wish to make an apple pie from scratch, you must first invent the universe. - Carl Sagan
IMO, harsh death penalties simply force you down the path of least resistance. Like I think about Hardcore mode in D3 and it's like, you sit at the edge of the map and just pew pew single mobs and run away if you run into anything halfway difficult, until you're such a level that you can't advance any more by being in that area.
Sorry, that's not the way to play a game. I would prefer a game that rewards you in death for risks that you took. For instance, let's say that someone is ganking a lowbie and I come to help him. I should get rewarded for trying to help that person. What about when I die like 10 times on a boss? I should be rewarded for my persistence. Similarly, I should be rewarded for doing something well the first time. If I can complete a raid my first time though, I should get something substantial.
I always say that we learn more from our failures than we do from our successes, so death is important in a game to learning what to do in order to be successful.
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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Sadly: The WoW-Crowd will want more "I WIN" buttons to hang up on their walls. I sure hope EQN does NOT follow in WoWs footsteps, but goes back to their roots, which btw is what WoW was made from.
"My Fantasy is having two men at once...
One Cooking and One Cleaning!"
---------------------------
"A good man can make you feel sexy,
strong and able to take on the whole world...
oh sorry...that's wine...wine does that..."
Where is your evidence to back this theory up?
As an aside, in my experience, people who are "burned out" end up wanting things EASIER, not harder. Because they're... you know, burned out and tired and everything. That's why WoW and every other MMO has had to progressively dumb things down more and more, and why Wildstar is not doing so well now. People just got TIRED of added tedium and stressful things like corpse-rushing and long levelling times. That's what "burned out" means. TIRED.
You don't get "burned out" on something being too easy. You get "bored" instead. But just because people are "bored" doesn't mean they want corpse runs. Such a thing would imply that corpse runs are fun, which, for most people, even back during EQ's days from what I recall when I kept up with EQ forums, they are certainly NOT.
So corpse runs are going to determine whether it's a EQ clone and whether the game succeeds? Tehehehehehe, you are so funny.
On a serious note - I liked the DP GW1 had, where you accumulated a 15% stat penalty for each death, until you got past 60% at which point you got booted out of the instance back to the last hub. Kills allowed you to slowly "work off" the DP. So, it's not a permanent loss, but it stopped you from just blindly trying to wear down a mob, or "death zerging".
Also, would whatever DP apply to open world PvP deaths? Coz that would ruin a game faster than you can say "g-aaargh-ank!!".
I have been saying that for years.. on deaf ears.. in virtually every game I've played since 2005.. Give us different servers with different rules/code.. It would take no time at all to make those adjustments.. It's as easy as different rules for instances (normal, heroic, hell, nightmare) etc etc.
I wish games would give us optional death penalties like XP loss on death as an optional toggle. I prefer being forced to play a game cautiously and having a sense of danger but it's probably always gonna be a niche thing. Seems like having an optional setting for it is a way to make everyone happy with little extra effort.
I don't want corpse runs though. They suck.
Self handicapping never works, but is often suggested as a possible solution to make easy games more difficult. I've never seen someone suggest it for their own use, so I suspect you are putting yourself in the first person, here, to lend more merit to the idea; and that you, yourself, have no intention of using said mechanic.
Luckily, i don't need you to like me to enjoy video games. -nariusseldon.
In F2P I think it's more a case of the game's trying to play the player's. -laserit
Why would I ask for it if I had no intention of using it? I'd prefer if it was made mandatory but the reality of it is no mainstream game is probably going to do that so I'd prefer an optional setting to nothing at all.
There's no way they are implementing anything EQ1 like in this game OP.
The players today who are accustomed to holding their hands out for pampering wouldnt stand for it.
No way a big business mmo would do something like this today.
If you've been following EQ and EQ2's gradual decline, EQN is being set up to be the FreeRealms-easy of the EQ franchise. It's all been geared to people who can only spend a couple of hours or less online, who like to decorate their Station Cash mansions, and those that like to wear obscenely glowy and wispy armor while riding their equally obnoxious Station Cash fantasy mounts. Dave has turned the EQ franchise into a cheapened carnival event/casino experience that is designed to double-dip your wallet with a subscription and a Cash Shop.
He doesn't want to limit access to anything by gating content or making experiences needlessly tedious or unpleasant. Heck, for Station Cash, you can even insta-rez on the spot when you die, and pay a little bit more SC for an armor repair so you don't have to go to town. <-- These are current in-game features. It's that sort of design, and mentality, that screams EQN will be a pretty, accessible, convenience-laden cake-walk.
I'm the last one that wants EQN to be easy but I don't believe "think" and "know" are interchangeable simply because there is a preexisting axe to grind. We don't know how "cake-walk" EQN will be and if it is that means SoE hasn't been paying as much attention to the market as they seem to with all the other features EQN has.
Like most games over time mechanics rule what is possible. A lot of the features we liked about the original EQ were there because the coding wasn't in to give it that functionality. We now see those as paramount reasons we liked it. I'll agree with you that it was hokey to put all those conveniences in the current EQ and EQ2 but they are older games. Right or wrong they made those changes for existing players who have probably died many, many times already.
EQN will be a "different" MMO, allegedly, so who's to say what will be the same or apply. They are going for newer tech which could give us options we haven't had yet, who knows.
Corpse run with XP loss? Sure, but it's been done before, is grossly overcompensating for what can cause you to die and I think most of us agree it wont happen.
I think the key to a good death penalty mechanic is time detriment. That doesn't mean it can't also be fun, right? If you're in a group and dying means being out of the action 10-15 minutes... you wont want to die.
I think they should have a persistent "spirit world" version of the map, include content in it and when you die are randomly placed within X distance of your place of death. EQ lore already has this place, it's called the Ethermere and it's the connection point between all "Norrath" worlds (EQ & EQ2).
If a player was sent to the Ethermere after death they would have to not only find but fight their way back to where they died. There would also be opportunities to tie other content and fight mechanics into the Ethermere since it would be persistent. If someone dies the group mates could "commune" next to their dead ally in order to enter themselves and help the process along.
That, IMO, would be a death mechanic that not only made you not want to die (remember the group was already interrupted from what they were doing) but makes it engaging and keeps players from abusing death as an easy way to gain in other areas, such as zerg rezzing.