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Perma-death

I was reading the newest poll, and I saw that a lot of people weren't too liking of perma-death.  Now, it's one thing that I think makes a game, and there's a lot of elements about it that would make a game ten times more fun and rewarding.

But, it got me wondering, why do people NOT like it?  So, I came here, in an attempt to find my answers.  So, I'm curious:  Why do you or why don't you like permadeath?  (I'm sorry if there is another thread about this, or if there is some sort of place to post comments about the poll, but I could not find one). 

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Comments

  • GoluhGoluh Member Posts: 374

    lose all your gametime

    end of story

    image

  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433

    Hardcore permadeath is anathema to achieving.  It is un-achieving.

     

    MMO players tend to be achievers, at least partly.  Why do you put that extra hour to get to level X?  Eh, some part of you is achieving, weither you admit it or not.

     

    I would love a softcore permadeath however, LIVES PER MONTH, that would be awesome.  I mean, imagine, I play the game for 200 hours in 2 weeks and a few days, then SLAP, can't play for the month because you died too much!  I would prolly be extremely angry atm, but it would be all good, as long as you are not a GM within hear-reach of me during a day or two.  But deaths would be meaningfull and I would have a blast.  Lives per month should be implemented in a way where only peoples with mucho time are affected.  Have some debts system to keep casuals afraid of dying, it work amazingly well on casuals...and lives per month, on me, or any player with lot of time...it would work quite well, we would CARE about not dying.  And it is unlikely to be affecting me too long, see, in the above example, where I play really poorly, I still have access to my toon more then half of the month and next month I would prolly last at least 3 weeks.  Again, I don't want to be handling the PR with a player who is just unable to play, but eh, we don't build games for PR folks, we build them for players...and players of all type would love it and try better "non-zerging" ways after.  Each race could have a different amount of lives, so a gnome might be nearly impossible to run out of lives...anyway...(can you see zerging guilds been full of gnomes?  That alone would be awesome)

    - "If I understand you well, you are telling me until next time. " - Ren

  • frkhot97frkhot97 Member Posts: 393

    I play with permadeath in NWN, but not in a MMORPG? Why? I love the thrill of risking something, but there are too many possble griefers in any MMORPG - it only really works with likeminded people.

  • HerodesHerodes Member UncommonPosts: 1,494

    Enjoy the flame-war in forum after a major serverlag. ;)

  • baffbaff Member Posts: 9,457

    My priority in the game is to explore the world and check out the adventures.

    I like to amount of fresh content to come at an exceptable pace. I do not want to spend 5 years grinding the first level so that I don't due in the second, only to spend 5 years re grinding the second level only to get to the third.

    Or just heading straight to cow level via the shortest powerleveling route possible, and then just grinding cow level forever.

    Once I have finished the game and explored all there is to explore, I like to play hardcore permadeath, it adds to the longevity.

  • Jade6Jade6 Member Posts: 429
    Permadeath could only ever work in a sandbox game with NO progression mechanisms whatsoever. And MMOs are by definition all about progression. How many times can you do the quests in Goldshire before going out of your mind?
  • ofir7786ofir7786 Member Posts: 61
    I would like something like Anofalye said.

    Something to make you more aware of your environment, something to make the adrenaline pump.
    Something that would make you think "if i won't be careful and think things over, i will have to face severe consequences.

    Something like, say, a 30 minutes ghost mode(chained to corpse, which could be carried around by other players) and a choice between that and something else to avoid corpse camping (instant teleport to a safety zone with a huge exp penalty?).
    Something like that, just with more thought put in it.

    Softcore permadeath, when done correctly, is the best way to go in an MMORPG. Eve's system is pretty good.






  • JK-KanosiJK-Kanosi Member Posts: 1,357



    Originally posted by HolmstN

    I was reading the newest poll, and I saw that a lot of people weren't too liking of perma-death.  Now, it's one thing that I think makes a game, and there's a lot of elements about it that would make a game ten times more fun and rewarding.
    But, it got me wondering, why do people NOT like it?  So, I came here, in an attempt to find my answers.  So, I'm curious:  Why do you or why don't you like permadeath?  (I'm sorry if there is another thread about this, or if there is some sort of place to post comments about the poll, but I could not find one). 



    I like perma-death for two reasons. One, I like to reroll characters and having a definitive end (permadeath) gives me an excuse to try something new. Two, prema-death adds a sense of excitement to gaming. Knowing that you may die forever at any moment makes a person more respectfull and more friendlier to others, because they do not want to be killed. It also makes a person think twice about being careless in a group or solo. It also would prevent afk grinding and botting, because the person would have to sit and watch their character to be sure that they don't die.

    MMORPG's w/ Max level characters: DAoC, SWG, & WoW

    Currently Playing: WAR
    Preferred Playstyle: Roleplay/adventurous, in a sandbox game.

  • JK-KanosiJK-Kanosi Member Posts: 1,357



    Originally posted by Jade6
    Permadeath could only ever work in a sandbox game with NO progression mechanisms whatsoever. And MMOs are by definition all about progression. How many times can you do the quests in Goldshire before going out of your mind?



    Good point. The game would have to be a sandbox game, but there has to be some sort of progression or else it would be like a FPS for one and for two, it would only be like changing your name when you die. There should be a skill progression system to where you can't tell that you are getting better numerically, accept by noticing that you are getting better at killing certain creatures and can take on harder creatures with more ease. Using a sword will get you better at swords, using a fireball over and over again will get you better at fire magic and so on. You should be able to customize your magic spells and be able to create your own. You would never know how good you are or how good another person is. This would encourage people to play the game like it is a virtual world instead of trying to beat the game. Of course, you would need the ability to own land and defend and conquer others. The economy would be player driven and everything would be craftable.

    I'm not going to lay out a whole game plan, but I was just giving some ideas as to how it could be done. The sad part is that this would be a niche game and probably no more than a 100k if that would play it. It would also take a geat deal of maturity to be able to handle losing your character without quitting the game out of fustration. A level of maturity I haven't seen in the ordinary MMO gamer.

    MMORPG's w/ Max level characters: DAoC, SWG, & WoW

    Currently Playing: WAR
    Preferred Playstyle: Roleplay/adventurous, in a sandbox game.

  • IncrementumIncrementum Member Posts: 6
    A wise man by the name of Claus once said:

    "I think permadeath is the worst feature in real life, so I can't see why we need to have it in MMORPGs."

    BTW - Claus is the lead dev for Darkfall.  ;)



  • LordSlaterLordSlater Member Posts: 2,087
    I cant see how perma death could possably work in a game. Not even eve has permadeath.

    image

  • FreddyNoNoseFreddyNoNose Member Posts: 1,558
    I would play on a permadeath server, but I wouldn't invest my main there.  It would be a fun side-show.
  • fishercfisherc Member Posts: 134

    The problem of permanent death lies in the problem with MMO's today.

    They force you to spend hours upon hours getting gear/levels.

    People don't want to lose something that takes them a long time to get back.

    I always liked Asheron's call for the way you got gear in it.  It was very easy to find a GOOD item.  But very hard to find an EXCELLENT item.  But the Good or Excellent wasn't that big of a difference.

     

     

  • Jimmy_ScytheJimmy_Scythe Member CommonPosts: 3,586

    All Rogelike games are permadeath. Some of the most interesting open ended indie games like Flatspace, Mount & Blade, and FastCrawl all include permadeath as a feature. There have also been a host of MUDs, like Armegeddon MUD, and DartMUD have been permadeath and very popular.

    So I'm pretty sure that permadeath can, and does, work in a game. There are all kinds of arguments in support of permadeath: it's more realistic, effectively recycles content thus adding replay value, adds meaning to player level since only the best players will reach the highest levels of play, etc.

    The problem is that people that have never played a permadeath game automatically assume that it has a completely negative impact on play. They've never tried it, they're unwilling to try it, and then turn around and bitch about how boring and predictable their current games are. In an ocean of unworkable ideas, permadeath is an idea that has worked but no one wants THAT MUCH of an innovation. Kinda ironic if you ask me.

  • evilmegamanevilmegaman Member Posts: 16
    I like WWII online's death system. :) It feels a lot like a permadeath. I mean.. it's like you play as someone else after you've died. Don't you hate flying for miles only to get shot down? what a bummer.


    w00t

  • AnofalyeAnofalye Member, Newbie CommonPosts: 7,433



    Originally posted by ofir7786
    I would like something like Anofalye said.

    Something to make you more aware of your environment, something to make the adrenaline pump.
    Something that would make you think "if i won't be careful and think things over, i will have to face severe consequences.

    Something like, say, a 30 minutes ghost mode(chained to corpse, which could be carried around by other players) and a choice between that and something else to avoid corpse camping (instant teleport to a safety zone with a huge exp penalty?).
    Something like that, just with more thought put in it.

    Softcore permadeath, when done correctly, is the best way to go in an MMORPG. Eve's system is pretty good.






    Both softcore permadeath are quite different however.

     

    See, I have no problem with a "access denied for X days" approach, but a "Wait 10 minutes" is extremely problematic to me.

     

    See, I am a player, I am PLAYING.  Denying me my playing is fine, but making me wait, it is stopping me from playing and making me wait...not cool at all.

     

    We both agree that we want a harsher death penatly, yet not permadeath per say.  We both would love softcore permadeath, but personnally I don't want to wait; and I don't want it to affect casuals...I just want it to DENY me what I crave for the most, which is playing.  So playing remain always, as good.  While waiting, well...it is really bad...denying me play, at least I will play something else (or another character); which is a LOT better than me waiting.

    It would also be better if the system can warn, appropriatedly, everyone online that might want to know, that my character is currently out of lives.  So peoples in my guild or that have me on their friend list, they should see something beside my name as off: Out of lives for the month.  If we use global handles, then my global handle should change color if I have 1 or more character that exhaust all their lives for this month.  This is a small detail, but it is important for online communities.

     

    PS: Not to mention that now, you can have a quest to restore some of your friend out of lives a life or something among these lines, as long as the player is not waiting behind, this must be considered carefully, we don't want a player waiting...so these quests should not be something a player will wait on...But that way, casuals peoples may go like...oh, my friend is out of lives, I might as well hunt in dungeon XYZ or grant him his lives 1 day faster...or something among these lines...yeah 1 day shorter is better than 1 life back, peoples won't be waiting that way...and now peoples will care about having friends, casuals or hardcores, to help them respawn quicker.  But I like the idea of casuals only doing these quests, that way hardcore players that are nice with casuals see a reward from this, not something to expect, but well...and nasty hardcores who don't care, they are ignored by casuals...granting power to casuals in an indirect way...something I am sure they would love to.

    - "If I understand you well, you are telling me until next time. " - Ren

  • I've been working on a way to create a permanant death that wouldn't eliminate  everything you worked for on a character calling it the' legacy system'  problem is making it make sense... the legacy system would take effect only outside of most PvP situations... giving a "child" character some of the stats and a number of the items from the parent character within reason and prehaps even a couple of the skillsthus creating an enhanced character maybe with a different name or the same name with a II or III or so behind it... it would probably also take effect after a certain level so not to force/allow newbies to take advantage of the system... It's only a concept while i work on fleshing it out however something like this might make perma death acceptable in a game... of course said game would probably also have an option for immortal characters A.K.A. common everyday respawn... for the cowardly lot... quite similar to EvE actually...
  • GoSonicsGoSonics Member Posts: 167
    I wouldn't like permadeath because of the attachment I get with my character. After spending so many hours playing, building up my character, I'd hate to lose that character. It's sort of the same as alts for me, I don't like starting alts because I've gotten so used to my character that it just feels wierd being something else, it would be the same for with me permadeath. Though I'm all for having a harsh death penalty, I just would like to keep my character.





  • Originally posted by HolmstN

    I was reading the newest poll, and I saw that a lot of people weren't too liking of perma-death.  Now, it's one thing that I think makes a game, and there's a lot of elements about it that would make a game ten times more fun and rewarding.
    But, it got me wondering, why do people NOT like it?  So, I came here, in an attempt to find my answers.  So, I'm curious:  Why do you or why don't you like permadeath?  (I'm sorry if there is another thread about this, or if there is some sort of place to post comments about the poll, but I could not find one). 




    Hello HolmstN, and welcome to MMORPG.com ! image

    There IS a market for permadeath. Right now only ONE mmorpg has 100% true blue permadeath. The one and only Strive For Power.  

    SfP has been out now for roughly 3-4 years, which shows a successful perma-death mmorpg can and does work. (To the DEVs at this site... if Race War Kingdoms can be listed in areas of mmorpg.com, then SfP fits mmorpg.com's definition for a mmorpg image )

     SfP also has many other features not found in any other mmorpg.

     The most famous online game with permadeath is Diablo 2, in hardcore mode. The fact that it is one of the most successfull online games, and the fact armies of players have successfully made it to highest level on the permadeath servers, proves further that permadeath IS doable, and has been done successfully, in an online RPG.

     IF....IF... IF... only all current mmorpgs would make a permadeath server (or servers) it would drastically increase account numbers, and breath fresh new life into all the current mmorpgs. What is strange is Blizzard made Diablo 2, and succeeded with their D2 permadeath servers. Yet WoW (made by Blizzard) refuses to make a permadeath server (or servers). image

     The fact that one of the world's most successful online games has permadeath destroys all arguments against having permadeath in the rest of the current mmorpgs. A mmorpg does not have to be 100% permadeath. Just have some permadeath servers, and some non-permadeath servers. image

  • pb1285npb1285n Member Posts: 505

    I think permadeath can work if implemented correctly. How about a rebirth system where when you die you can be reborn into a child character that bares certain parental traits (i.e. if you strong with magic your child will have higher magical attributes then most new characters and also raise his magical attributes faster then normal). Also each character could have "life insurance" so when you die your child can be given compensation based on level and items lost as well as all the items you weren't holding on your character at the time of death. For a safety net you can have a time limit to be revived, this will make partying all the more important. On top of that you can make it easy on new players by having towns and outposts have resurrection shrines so if you die in the range of one you are brought back to life in town with minor penalties.

  • FreddyNoNoseFreddyNoNose Member Posts: 1,558



    Originally posted by Jimmy_Scythe

    All Rogelike games are permadeath. Some of the most interesting open ended indie games like Flatspace, Mount & Blade, and FastCrawl all include permadeath as a feature. There have also been a host of MUDs, like Armegeddon MUD, and DartMUD have been permadeath and very popular.
    So I'm pretty sure that permadeath can, and does, work in a game. There are all kinds of arguments in support of permadeath: it's more realistic, effectively recycles content thus adding replay value, adds meaning to player level since only the best players will reach the highest levels of play, etc.
    The problem is that people that have never played a permadeath game automatically assume that it has a completely negative impact on play. They've never tried it, they're unwilling to try it, and then turn around and bitch about how boring and predictable their current games are. In an ocean of unworkable ideas, permadeath is an idea that has worked but no one wants THAT MUCH of an innovation. Kinda ironic if you ask me.



    I have been there and done that.  Your point about not having tried something first is complete BS. There are many things I know of that I would not like that I have not experienced.  You should try to think of a few, it would help your critical thinking skills.
  • HyoukanHyoukan Member Posts: 307
    I dont think I would ever like to see my character die. I do think EVE is almost perfectly on the money with the way "Death" happens (if you take away the insurance).

    Maybe it could be like this: When you die you lose all of your equipment, but retain your levels. How/Why?

    - Raid mobs should still be there, that way people can get equipment above and beyond the norm, but this should stilll be destroyable (MAYBE lootable) apon death.

    - So if you do die, you should have a guild around with crafters to give you the equipement you need to get back on your feet.

    - If you dont have a guild and are a soloer, you should make sure you have gold in the bank incase you die.

    Something like this. This way someone can retain their levels, part of their achievments, but still have penalties. If this is too light you can have downleveling.

    Dunno, that's just my opinion.



  • JorevJorev Member Posts: 1,500

    I am definitely an achiever type primarily and I would embrace a game with a permadeath ruleset. Permadeath is the single most challenging obstacle for any MMOG, and therefore excelling where others fail would be the ultimate achievement.

    Trials of Ascension may be the permadeath option if it ever releases.

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    Chairman & CEO, Sigil Games Online, Inc.
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    www.vanguardsoh

  • paulscottpaulscott Member Posts: 5,613
    hardcore PvP fans should like it as it brings risk into their game.


    I find it amazing that by 2020 first world countries will be competing to get immigrants.

  • HolmstNHolmstN Member Posts: 12



    Originally posted by Jorev

    I am definitely an achiever type primarily and I would embrace a game with a permadeath ruleset. Permadeath is the single most challenging obstacle for any MMOG, and therefore excelling where others fail would be the ultimate achievement.
    Trials of Ascension may be the permadeath option if it ever releases.




    ToA is the game that got me to post this thread image  For all you who have never read about it, you should take a look, ESPECIALLY if you're interested in perma-death.  I really do hope they can find a publisher...

    Anyhow, now to my points:  A lot of people are saying they dislike it because they lose your character.  However, I'm going to use Trials of Ascension as an example here.  In it, you would create your character.  The character then has 100 lives (or some number, but 100 is what we've been told is likely) to live their life.  During this time, they participate in any number of things.  It's, as many people have said they would want for perma-death, an open-ended, sandbox MMO. 

    Now, this system seems very logical to me, and I believe would work very well.  However, the one thing that makes it really worth it is the fact that it DOES have progression, in ALL sorts of things.  There are two things, though, that make this progression something different.  Firstly, there are many different types of progression, but there is not a single cap on them.  Your skills can rise indefinitely, and never reach their peak (albeit it'll be very hard to get them stronger once you're powerful).  They are also affected by other skills that are similar to them, "synergies."  This allows for a system of reward, feeling that each thing you do has significance.  Now, this is a minor point compared to the other:  There are NO levels!  image  Now, why, you ask, is this a good thing?  Simply put, it means that no other person is absolutely SET to be stronger than the other (not to mention the fact that everything relies on player skill as much as it does character skill, thus even a newbie could defeat a veteran if they have super-skills).  In doing this, you're essentially saying that, while your character IS unique, when it dies, you don't suddenly lose a year of playing that you can't make up.  Sure, you lost some skills, but those skills aren't absolutely neccessary to create a similar character.  That is the beauty of ToA, and that is the true reason why I think perma-death would work in a game like Trials of Ascension.  

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