Hmmm....what? I REALLY don't see how this could be implemented but I am intrigued. Perhaps someone would like to give an example because right now the only way I can see this going now is....well, have you heard about the myth of Sisyphus?
If its a full PvP game, then its not really like those "get to the max lvl" MMORPGs. Its designed for players to compete with each other and it would be screwed if PvP is decided on lvls. So it may turn out to be fine & fun
Somebody made a post mentioning an article written on a PD game concept.
Don't worry, there are many who do not think it insane, and would actually want just that kind of thing. We're not too many, but we're becoming quite the vocal bunch around places!
Permadeath is rarely given honest consideration, because most who see the word seem to stop reading at that point, run some quick calculations and describe how permadeath would work. In games they have already played. Permadeath isn't a standalone feature applied to just any game. Death handling lies at the base of a game concept, it must be an integral part of the design.
For the benefit of readers who have never heard this before:
Slow, skill based progression, ranging "slightly weak" to "strong" rather than "useless" to "divine". Most members of the playing field will never reach the top, and those that are at the bottom can still compete with more powerful opponents.
Those who are strong might eventually die as well, thus reducing the top-heaviness of the game, adding to the lower powered competitive group.
While items are fully lootable, there won't be a dragon waiting for you to kill him, supplying you with a masterpiece of a sword that he himself never needed when you do. Crafter items should, by an large, be at least as good as looted items. Looted items are "used", so it really makes more sense to have them lower quality than higher. A very few truly unique items might exist, that are beyond the skills of men to make, but they should only provide an edge, not total dominion.
The presence of the law is required. There must be areas where order reigns, and where there is open PvP, but harsh justice upon criminals. (If you're attacked in such an area, run while the guards handle your assailant, and you'll most likely be fine. Even if you don't run, you might survive.) Guards should be professional warriors, meaning they are generally above the middle of the skill range in combat.
The future: Adellion Common flaw in MMORPGs: The ability to die casually Advantages of Adellion: Dynamic world (affected by its inhabitants) Player-driven world (beasts won't be an endless supply of mighty swords, gold will come from mines, not dragonly dens) Player-driven world (Leadership is the privilege of a player, not an npc)
Originally posted by 3boy I dont get the real point with permadeath. I think its more fun to get killed in PvP, go out and lvl for a while and then come back kick his ass. Then when there comes another one and kills you, you do the same thing again. But sure you get more happier to kill someone in hardcore mode, and more angry when you die.
and this is the reason for the question. in my opinion, if you are for pvp but against permadeath. you are a carebear.
if you want to be hardcore - be hardcore.
A carebear is a small little teady bears with super powers that fight evil. Why the conformity to use it in a way it's not intended? Why can't people think for themselves and not conform to others thinking? It really seperates the intelligent from the unintelligent.
Well, I would try it. I'd sign up for the beta or a trial, and see how it went. I have a tendency to blow a fuse when I play games, and I'm sure Permadeath might send me over the edge. But I'd give it a shot, because it would be the ultimate adrenaline rush when you did get in a fight.
Comments
It would work if it couldn't happen until you are fully lvl'd .
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
YES.
As long as it wasn't level based!
If its a full PvP game, then its not really
like those "get to the max lvl" MMORPGs.
Its designed for players to compete with each other
and it would be screwed if PvP is decided on lvls.
So it may turn out to be fine & fun
My answer is not
It is
Somebody made a post mentioning an article written on a PD game concept.
Don't worry, there are many who do not think it insane, and would actually want just that kind of thing. We're not too many, but we're becoming quite the vocal bunch around places!
Permadeath is rarely given honest consideration, because most who see the word seem to stop reading at that point, run some quick calculations and describe how permadeath would work. In games they have already played. Permadeath isn't a standalone feature applied to just any game. Death handling lies at the base of a game concept, it must be an integral part of the design.
For the benefit of readers who have never heard this before:
Slow, skill based progression, ranging "slightly weak" to "strong" rather than "useless" to "divine". Most members of the playing field will never reach the top, and those that are at the bottom can still compete with more powerful opponents.
Those who are strong might eventually die as well, thus reducing the top-heaviness of the game, adding to the lower powered competitive group.
While items are fully lootable, there won't be a dragon waiting for you to kill him, supplying you with a masterpiece of a sword that he himself never needed when you do. Crafter items should, by an large, be at least as good as looted items. Looted items are "used", so it really makes more sense to have them lower quality than higher. A very few truly unique items might exist, that are beyond the skills of men to make, but they should only provide an edge, not total dominion.
The presence of the law is required. There must be areas where order reigns, and where there is open PvP, but harsh justice upon criminals. (If you're attacked in such an area, run while the guards handle your assailant, and you'll most likely be fine. Even if you don't run, you might survive.) Guards should be professional warriors, meaning they are generally above the middle of the skill range in combat.
The future: Adellion
Common flaw in MMORPGs: The ability to die casually
Advantages of Adellion: Dynamic world (affected by its inhabitants)
Player-driven world (beasts won't be an endless supply of mighty swords, gold will come from mines, not dragonly dens)
Player-driven world (Leadership is the privilege of a player, not an npc)
and this is the reason for the question. in my opinion, if you are for pvp but against permadeath. you are a carebear.
if you want to be hardcore - be hardcore.
A carebear is a small little teady bears with super powers that fight evil. Why the conformity to use it in a way it's not intended? Why can't people think for themselves and not conform to others thinking? It really seperates the intelligent from the unintelligent.
Playing - Minecraft, 7 Days To Die, Darkfall:ROA, Path of Exile
Waiting for -