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[Confession] I Dislike Dying...

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  • DattelisDattelis Member EpicPosts: 1,675
    Its possible that certain key features in games of the past may not always feel like they hold the same weight as they do in present games. Megaman 4 would have to be my example, in particular, the pharaoh boss level. I hated that level so damn much as a kid, but when I finally beat it and got the little code thing after (which was used to essentially 'save' your progress back then, since there really wasn't a real save feature), it felt amazing for a multitude of reasons (main because I didn't have to do it again lol). For me, grinding has to be the one feature I dislike the most in modern games (in mmorpgs in particular) mainly because of how fast the things you grind for become irrelevant and not because people get better, but because developers say its time for stuff to be phased out. Now some may argue that it has to be that way to counter no-lifers or to make it fairer for new people, but I just think back to how communities would help people get caught up and not developers. Back to my point though, things may not feel like they have the same weight over time and you might also start to view your time differently as you get older (I know I have).
    [Deleted User]AlBQuirky
  • harken33harken33 Member UncommonPosts: 305
    Scot said:

    I think you should not be able to skip cutscenes but only the first time. In multiplayer it is harder to do right, you could be in a group.

    Yeah, for the single player experience there may be more story investiture so blocking the skip the cutscene option the first time is fine if they still allow you to pause (you never know when a child, spouse, dog, or a smoker of ribs will require your immediate attention).

    Multiplayer is a totally different beast for sure. I am more conscious of other people’s game time than I am with my own and wouldn’t want to screw up the group / raid whatever watching a cutscene while folks are waiting on me (thinking of Final Fantasy Online Pug groups here) unless discussed prior.




    Scot[Deleted User]AlBQuirky
  • TheDalaiBombaTheDalaiBomba Member EpicPosts: 1,493
    harken33 said:
    Scot said:
    If it is single player death is not an issue, if it is multiplayer it can be. It is something we just have to move past, but it is bloody annoying. 

    Tzervo mentioned a great point that if it is unpleasant and boring to get back to that point it lowers the fun.

    I can remember playing some Older Single Player RPG's before they created a Skip option for dialogue scenes. Go through 5 or more minutes of dialogue, unable to be skipped past, which is interesting the first, possibly second time, die to the final boss and listen again. I always found this much more annoying then say making your way through a dungeon, losing to the final boss then having to go through the dungeon again.


    These were *the worst.*
    AlBQuirky
  • ScotScot Member LegendaryPosts: 24,423
    edited March 2022
    harken33 said:
    Scot said:

    I think you should not be able to skip cutscenes but only the first time. In multiplayer it is harder to do right, you could be in a group.

    Yeah, for the single player experience there may be more story investiture so blocking the skip the cutscene option the first time is fine if they still allow you to pause (you never know when a child, spouse, dog, or a smoker of ribs will require your immediate attention).

    Multiplayer is a totally different beast for sure. I am more conscious of other people’s game time than I am with my own and wouldn’t want to screw up the group / raid whatever watching a cutscene while folks are waiting on me (thinking of Final Fantasy Online Pug groups here) unless discussed prior.

    Oh games where they don't allow you to pause the cutscenes, that is so 90's but still happens!
    AlBQuirky
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    Sometimes we need fantasy to survive reality 
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  • KyleranKyleran Member LegendaryPosts: 44,057
    jitter77 said:
    I think it was uncharted 4. I had it on the hardest level and i could not get past this one part.   I finally beat it and it showed the stats at the end.   I had over 500 deaths.   At least 90% were from that one section.   I got stuck on one of the dragon age bosses once too.  It was a long grueling fight.   I finally beat it after a 40 minute battle. 
    I had one playthrough of Fallout 4 where I had over 1400 save points.

    Yeah, I really hate losing any progression I've accomplished, joke is I save every 10 steps...not all that far wrong.

    MMOs don't have such but I definitely adjust my game play to avoid losses of any kind so a game like Elden ring is a total non starter for me.


    AlBQuirky

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

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  • KyleranKyleran Member LegendaryPosts: 44,057
    tzervo said:
    Kyleran said:

    Yeah, I really hate losing any progression I've accomplished, joke is I save every 10 steps...not all that far wrong.
    Awesome video, and so me, except I "fell" for the Quick Save trap many years ago.

    The 1400 saved points I mentioned were in addition to any Quick saves as I never relied much on those due to the issue highlighted in the clip.

    Now, while clever the game in the video is supposed to be online, and I never have played a MMO that had a save point really, so it's sort of weird I like them over single player titles.

    I guess they stop me from my own bad habits which is a good thing. Perhaps one day I'll be able to accept dying in video games  ....  But probably not.

    ;)


    [Deleted User]AlBQuirky

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • DigDuggyDigDuggy Member RarePosts: 694
    (Confession)  I don't mind dying, but I hate losing my stuff.  I don't care if it's a free plant, the lowest copper coin.  It's mine and I want it!

    AlBQuirky
  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432
    Kyleran said:
    tzervo said:
    Kyleran said:

    Yeah, I really hate losing any progression I've accomplished, joke is I save every 10 steps...not all that far wrong.
    Awesome video, and so me, except I "fell" for the Quick Save trap many years ago.

    The 1400 saved points I mentioned were in addition to any Quick saves as I never relied much on those due to the issue highlighted in the clip.

    Now, while clever the game in the video is supposed to be online, and I never have played a MMO that had a save point really, so it's sort of weird I like them over single player titles.

    I guess they stop me from my own bad habits which is a good thing. Perhaps one day I'll be able to accept dying in video games  ....  But probably not.

    ;)



    Bethesda Games is why I BOTH quick save a LOT and hard save at every crossroads. I also "quick save" before opening a door and hard save" on the other side. Skyrim's transition doorways are why :)

    Too often I've had Bethesda games CTD, freeze, totally lock up (can't even alt+tab out). Having to hard reset my PC is annoying :(

    X-Com 2 has enough "bugs" that I will never try an "iron man" run :lol:
    [Deleted User]SovrathTheDalaiBomba

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • cheyanecheyane Member LegendaryPosts: 9,404
    Kyleran said:
    jitter77 said:
    I think it was uncharted 4. I had it on the hardest level and i could not get past this one part.   I finally beat it and it showed the stats at the end.   I had over 500 deaths.   At least 90% were from that one section.   I got stuck on one of the dragon age bosses once too.  It was a long grueling fight.   I finally beat it after a 40 minute battle. 
    I had one playthrough of Fallout 4 where I had over 1400 save points.

    Yeah, I really hate losing any progression I've accomplished, joke is I save every 10 steps...not all that far wrong.

    MMOs don't have such but I definitely adjust my game play to avoid losses of any kind so a game like Elden ring is a total non starter for me.


    I was always of the opinion that I save far too much but I have like 10 saves in 3 hours but I make a save in the beginning of a new place and then I rewrite the ones in between so if I do need to redo it I can do it from the beginning of that area. Then when I am done with an area I keep one save from that area usually the first one or nearly the first one and delete the rest. The reason I do this is because some games get bugged out when you have too many saves and it bricks the game.
    AlBQuirky
    Garrus Signature
  • BrainyBrainy Member EpicPosts: 2,206
    I absolutely hate dieing, and agree with other that dieing = failure.  I take so many precautions not to die.  I think there is an immersion factor that some people don't have.  I am also scared of cliff edges and narrow ledges where you can fall to your death.  Dieing breaks that immersion, and I always get upset when I die.  If I feel no immersion with a game, then dieing is not as painful to me.

    I hate losing my stuff in games, dieing is bad enough, losing xp/items/gold just adds insult to injury.

    My Son and Daughter around similar ages (college) play same content but my son has always not cared of dieing.  My daughter is way more cautious.  I think its rooted in your personality and its just who you are.  I think you can suppress it to a degree, but will never be able to fully suppress those instincts.

    In games like Valheim, I take precautions like building portals everywhere I go, I put a portal down like the drop of a hate as soon as my boat lands on a shore.  I always land in meadows/black forest and never land in Swamps or Plains unless no choice.  Once I have learned the mechanics fully and feel certain I have a low risk to death I will take more risk.

    In Dark Souls 3 I died so many times on the first boss barely 30 seconds into the game, geez I was pulling my hair out before I figured it out on my keyboard.  Interesting in that game most of the subsequent bosses were easier than the first boss.  Obviously they did it on purpose, which I think was irritating, at least gradually increase the difficulty.
    AlBQuirky
  • eoloeeoloe Member RarePosts: 864
    (Confession) When I play Skyrim, I use a set of home rules:

    - create a character with behavioral limitations depending on the role I decide. For instance a paladin type character would not steal nor use stealth. He would go pray to shrine very often and spread goodness.

    - prepare the path for the build in advance.

    - Then never play the main story to the end, but the side quests. I use the alternate start mod.

    - When the character dies, make a new one.I made tons of them. I could fill a whole necropolis with my Skyrim characters.

    I never played the full story. I decide how far I go in it, which is basically answering the question "do I unlock the dragons or not?" Or more accurately "when?"

    I like when in a game I know if I lose or if I win. Death is an interesting measure of it.

    I do not like games as interactive movies, in which you are not a player but a spectator. This kind of design is impacting most MMORPGs main campaigns, and this is one of the reasons why these stories suck so much......

    They are not involving.

    There is no consequence to dying in ER, because you can manage well your runes to minimize the potential loss. A loss that you can quickly refarm/refund anyway. There is no stalling either like in soul games. Again, I stopped DS3 at the main hub. In ER, you are not stuck because there is an open world allowing you to see if the grass is greener somewhere else.
    KyleranAlBQuirky
  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432
    eoloe said:
    (Confession) When I play Skyrim, I use a set of home rules:

    - create a character with behavioral limitations depending on the role I decide. For instance a paladin type character would not steal nor use stealth. He would go pray to shrine very often and spread goodness.

    - prepare the path for the build in advance.

    - Then never play the main story to the end, but the side quests. I use the alternate start mod.

    - When the character dies, make a new one.I made tons of them. I could fill a whole necropolis with my Skyrim characters.

    I never played the full story. I decide how far I go in it, which is basically answering the question "do I unlock the dragons or not?" Or more accurately "when?"

    I like when in a game I know if I lose or if I win. Death is an interesting measure of it.

    I do not like games as interactive movies, in which you are not a player but a spectator. This kind of design is impacting most MMORPGs main campaigns, and this is one of the reasons why these stories suck so much......

    They are not involving.

    There is no consequence to dying in ER, because you can manage well your runes to minimize the potential loss. A loss that you can quickly refarm/refund anyway. There is no stalling either like in soul games. Again, I stopped DS3 at the main hub. In ER, you are not stuck because there is an open world allowing you to see if the grass is greener somewhere else.

    I done similar with Skyrim, though "to the death" part. Early on in my plays, I created a character for each of the Holds. I did only quests for that region in a fashion "close" to that region's image: like a ranger character for Falkreath or a blacksmith for Markarth or a bard for Solitude. Those characters didn't last long, for soon I was off across the world "questing" everywhere and meeting new people (quest givers).

    About Elden Ring, I've noticed that dying does seem to be too terrible. Other than time spent, you have the ability to "recover" some of the lost experience(?) lost. I'm not certain how much is gained back, but it doesn't seem to "deter" people from trying :)
    Scot

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • ScotScot Member LegendaryPosts: 24,423
    edited March 2022
    AlBQuirky said:
    eoloe said:
    (Confession) When I play Skyrim, I use a set of home rules:

    - create a character with behavioral limitations depending on the role I decide. For instance a paladin type character would not steal nor use stealth. He would go pray to shrine very often and spread goodness.

    - prepare the path for the build in advance.

    - Then never play the main story to the end, but the side quests. I use the alternate start mod.

    - When the character dies, make a new one.I made tons of them. I could fill a whole necropolis with my Skyrim characters.

    I never played the full story. I decide how far I go in it, which is basically answering the question "do I unlock the dragons or not?" Or more accurately "when?"

    I like when in a game I know if I lose or if I win. Death is an interesting measure of it.

    I do not like games as interactive movies, in which you are not a player but a spectator. This kind of design is impacting most MMORPGs main campaigns, and this is one of the reasons why these stories suck so much......

    They are not involving.

    There is no consequence to dying in ER, because you can manage well your runes to minimize the potential loss. A loss that you can quickly refarm/refund anyway. There is no stalling either like in soul games. Again, I stopped DS3 at the main hub. In ER, you are not stuck because there is an open world allowing you to see if the grass is greener somewhere else.

    I done similar with Skyrim, though "to the death" part. Early on in my plays, I created a character for each of the Holds. I did only quests for that region in a fashion "close" to that region's image: like a ranger character for Falkreath or a blacksmith for Markarth or a bard for Solitude. Those characters didn't last long, for soon I was off across the world "questing" everywhere and meeting new people (quest givers).

    About Elden Ring, I've noticed that dying does seem to be too terrible. Other than time spent, you have the ability to "recover" some of the lost experience(?) lost. I'm not certain how much is gained back, but it doesn't seem to "deter" people from trying :)
    I have noticed before that you really take your immersion very seriously. As a role player the funny thing is when it is solo play I don't bother that much, when it is multiplayer it becomes very important. Can't explain it.
    AlBQuirky
  • WordsworthWordsworth Member UncommonPosts: 173
    edited March 2022
    I think 'Souls' games cater to a very specific mindset.  Most are known for being very difficult, but very fair in letting your fate be 100% in your hands.  There's not a ton of tricks and when there is one, it's a big deal.  Basically, all you can do is try over and over until you master it honestly.

    I don't have that mindset for games.  Easy mode all the way!!!  The way I relate to the mindset is by comparing it to a learned skill in real life.  For example, I have trained various martial arts for years.  When I first started Jiu Jitsu, I couldn't fake my way to a win.  The only way to get better is to truly have a deep understanding of what's happening, become comfortable under the pressure, and only then do you get the feeling of success.

    I'd imagine that beating a big boss in Elden Ring feels pretty similar to the way it felt to get my first tap after getting smashed for months.
    KyleranAlBQuirky
  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432
    I think 'Souls' games cater to a very specific mindset.  Most are known for being very difficult, but very fair in letting your fate be 100% in your hands.  There's not a ton of tricks and when there is one, it's a big deal.  Basically, all you can do is try over and over until you master it honestly.

    I don't have that mindset for games.  Easy mode all the way!!!  The way I relate to the mindset is by comparing it to a learned skill in real life.  For example, I have trained various martial arts for years.  When I first started Jiu Jitsu, I couldn't fake my way to a win.  The only way to get better is to truly have a deep understanding of what's happening, become comfortable under the pressure, and only then do you get the feeling of success.

    I'd imagine that beating a big boss in Elden Ring feels pretty similar to the way it felt to get my first tap after getting smashed for months.
    This was a neat response. I wanted to highlight this part: "Comfy under pressure." I panic. Easily! My left hand (movement keys WASD) are hitting my tab key, caps lock, C or R keys, depending on how "rattled" I am.

    I agree that the struggle a player goes through makes the "winning" so much better! There may even be a "percentage" or "ratio" in there somewhere :)

    PS: I forgot a couple of "NOTs" in my previous post :blush:
    Kyleran[Deleted User]IselinKidRisk

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • IselinIselin Member LegendaryPosts: 18,719
    AlBQuirky said:

    I agree that the struggle a player goes through makes the "winning" so much better! There may even be a "percentage" or "ratio" in there somewhere :)


    Definitely.

    Some games (many Asian MMOs) just gift you levels early on in such quantities and with such ease that it's actually annoying. Other games like the Soul's games make you sweat for even the tiniest bit of progress and I find that just as annoying.

    Effort : reward ratios are definitely a thing, subjective and personal though they may be. It is the most basic game development thing that makes a game enjoyable or not for you.
    TheDalaiBombaBrainyAlBQuirky
    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

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  • TheDalaiBombaTheDalaiBomba Member EpicPosts: 1,493
    edited March 2022
    AlBQuirky said:
    I think 'Souls' games cater to a very specific mindset.  Most are known for being very difficult, but very fair in letting your fate be 100% in your hands.  There's not a ton of tricks and when there is one, it's a big deal.  Basically, all you can do is try over and over until you master it honestly.

    I don't have that mindset for games.  Easy mode all the way!!!  The way I relate to the mindset is by comparing it to a learned skill in real life.  For example, I have trained various martial arts for years.  When I first started Jiu Jitsu, I couldn't fake my way to a win.  The only way to get better is to truly have a deep understanding of what's happening, become comfortable under the pressure, and only then do you get the feeling of success.

    I'd imagine that beating a big boss in Elden Ring feels pretty similar to the way it felt to get my first tap after getting smashed for months.
    This was a neat response. I wanted to highlight this part: "Comfy under pressure." I panic. Easily! My left hand (movement keys WASD) are hitting my tab key, caps lock, C or R keys, depending on how "rattled" I am.

    I agree that the struggle a player goes through makes the "winning" so much better! There may even be a "percentage" or "ratio" in there somewhere :)

    PS: I forgot a couple of "NOTs" in my previous post :blush:
    My GF panics too.  I remember playing WoW with her and my brother on the classic server: I played a Warrior, my brother a Priest, and my GF, a Mage.

    We pulled a group of mobs, and she pulled aggro on one.  She proceeded to spend the rest of the fight doing nothing but running in circles, squealing, while my brother and I proceeded to handle the entire group by the skin of our teeth.  The battle ended with me at like 10% health and him completely drained of mana...  She hadn't used a single spell the entire fight, and had only been struck once.  She was still running in circles at full health and mana. :lol:

    It's the pace of the games for her.  She's an overthinker, so when a game demands that she keep up with the action and she can't stop everything to analyze what she just saw/read, she has a tendency to go into a blind panic.
    OldKingLog[Deleted User]AlBQuirkyTuor7
  • KyleranKyleran Member LegendaryPosts: 44,057
    AlBQuirky said:
    I think 'Souls' games cater to a very specific mindset.  Most are known for being very difficult, but very fair in letting your fate be 100% in your hands.  There's not a ton of tricks and when there is one, it's a big deal.  Basically, all you can do is try over and over until you master it honestly.

    I don't have that mindset for games.  Easy mode all the way!!!  The way I relate to the mindset is by comparing it to a learned skill in real life.  For example, I have trained various martial arts for years.  When I first started Jiu Jitsu, I couldn't fake my way to a win.  The only way to get better is to truly have a deep understanding of what's happening, become comfortable under the pressure, and only then do you get the feeling of success.

    I'd imagine that beating a big boss in Elden Ring feels pretty similar to the way it felt to get my first tap after getting smashed for months.
    This was a neat response. I wanted to highlight this part: "Comfy under pressure." I panic. Easily! My left hand (movement keys WASD) are hitting my tab key, caps lock, C or R keys, depending on how "rattled" I am.

    I agree that the struggle a player goes through makes the "winning" so much better! There may even be a "percentage" or "ratio" in there somewhere :)

    PS: I forgot a couple of "NOTs" in my previous post :blush:
    Me playing Lost Ark



    I'm so used to using the 1-5 keys for primary attacks I struggle using the two rows below instead.

    A typical Chaos dungeon is chaos for me, with map overlays, log out screens and bomb target reticles popping up at the worst time, fortunately the game is very forgiving, at least on my Gunlancer and Artillerist.


    OldKingLog[Deleted User]AlBQuirky

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • OldKingLogOldKingLog Member RarePosts: 601
    edited March 2022
    AlBQuirky said:
    I think 'Souls' games cater to a very specific mindset.  Most are known for being very difficult, but very fair in letting your fate be 100% in your hands.  There's not a ton of tricks and when there is one, it's a big deal.  Basically, all you can do is try over and over until you master it honestly.

    I don't have that mindset for games.  Easy mode all the way!!!  The way I relate to the mindset is by comparing it to a learned skill in real life.  For example, I have trained various martial arts for years.  When I first started Jiu Jitsu, I couldn't fake my way to a win.  The only way to get better is to truly have a deep understanding of what's happening, become comfortable under the pressure, and only then do you get the feeling of success.

    I'd imagine that beating a big boss in Elden Ring feels pretty similar to the way it felt to get my first tap after getting smashed for months.
    This was a neat response. I wanted to highlight this part: "Comfy under pressure." I panic. Easily! My left hand (movement keys WASD) are hitting my tab key, caps lock, C or R keys, depending on how "rattled" I am.

    I agree that the struggle a player goes through makes the "winning" so much better! There may even be a "percentage" or "ratio" in there somewhere :)

    PS: I forgot a couple of "NOTs" in my previous post :blush:
    My GF panics too.  I remember playing WoW with her and my brother on the classic server: I played a Warrior, my brother a Priest, and my GF, a Mage.

    We pulled a group of mobs, and she pulled aggro on one.  She proceeded to spend the rest of the fight doing nothing but running in circles, squealing, while my brother and I proceeded to handle the entire group by the skin of our teeth.  The battle ended with me at like 10% health and him completely drained of mana...  She hadn't used a single spell the entire fight, and had only been struck once.  She was still running in circles at full health and mana. :lol:

    It's the pace of the games for her.  She's an overthinker, so when a game demands that she keep up with the action and she can't stop everything to analyze what she just saw/read, she has a tendency to go into a blind panic.


    TheDalaiBombaAlBQuirky
  • AdamantineAdamantine Member RarePosts: 5,094
    Well, in a game death should yield a reasonable penalty.

    It depends a bit on the game, but in general and in MMORPGs not so little that death doesnt matter, not so much that people never take risks.



    I liked for example that in Vanguard you get a death debuff. It even stacked up to 5 times. I dont exactly remember how long it lasted or how servere it was, I think it was 5 minutes ? And I think if you had 2-3 of these stacked you basically could stop adventuring for a while. At the maximum, you would be pretty much useless. That was, IMHO, reasonable. You could still perform some basic functions, like if you're a healer you could call team members into a dungeon or if you're a wizard you could teleport the group to the closest teleportation portal (which is also where you end up if you die and release).

    You also lost gear that wasnt soulbound and not in your backpack (which was meant to be located on your horse) and had to get your grave to get that back.

    You also lost XP, and couldnt fully get it back, even if you got your grave, or would be resurrected before releasing and leaving a grave behind. But you would never lose levels, as I've seen it in other games.

    All in all one could maybe make it a little harsher than that, but overall I felt the Vanguard death penalty neither stopped me from taking risks nor made me not care if I had died.



    This is of course only in general. For example a Battle Royale will have permadeath, obviously. And MMORPGs like EVE managed to have a reasonable implementation of permadeath, too - there are safer zones and you can have clones, so if you die a clone is activated. Also in EVE if you actually want to kill the player you have to do a second step and also shut down the survival capsule as well.



    AlBQuirky
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