all the MMOs i've played up till now have been the usual treadmill 'popular' MMO, and i've never really looked into perma death games, how do they work? there cant be that much fighting (in an extreme sense) because that would make it easy to die
----------------------------- Listen Asmodeeus, seven years ago, Ultima Online didn't even have those pathetic "quests" that you refer to or those "professions" of ninja, samurai, necromancer, and paladin. Nor did it have any of the neon crap, or bug mounts. It didn't even have any "combat moves." You turned on attack and jousted with simplistic swings. It was a better game then. if you can't guess why then just uninstall the thing and move along. - Crabby
There are no Permadeath mmorpgs YET, but there are several in production.
There are actually 3 that I know of, Mourning, Roma Victor and Trials of Ascension. I'm not a fan of Mournings system though, in which everyone dies after about 500 hours of gameplay, but they can play on as their child, with like half the stats their old char had or something like that.
Trials of Ascensions system is much better. Everyone gets 100 lives, no more, no less. When you die 100 times it's over, start a new character. This way, the more careful you are, the longer you will live which makes it better than mournings system IMO. ToA looks like an excellent game. With 16 races, skill based system, city building, complete player freedom, a brilliant magic system and PERMADEATH, to name a few features.
Roma Victors system is good too. It has optional PD. Most players respawn as per normal, but there is a skill cap, meaning your skills can only go up to a certain amount. If you want to, you can choose to become a hero, meaning your skills can go up beyond everyone elses, making you more powerful than everyone. But the only problem is, if you die, you die for good. Actually I think when you become a hero you will get a few lives before permadeath. Also this game is almost completely magic free, it's a historical mmorpg.
*Signature*The Pessimist says the cup is half empty. The Optimist says the cup is half full. The Pragmatist says the cup is half full of air. The Engineer says the cup is operating at 50% capacity. The Psychologist says the cup is your mother. The Punk Kid also says the cup is your mother. The Cricket Player says his cup is definately full. Everyone knows that Pamela Andersons cups are full. The Defendant says it was like that when he found it. Me, I just ask the waitress for a refill.
Originally posted by geld There are no Permadeath mmorpgs YET, but there are several in production. There are actually 3 that I know of, Mourning, Roma Victor and Trials of Ascension. I'm not a fan of Mournings system though, in which everyone dies after about 500 hours of gameplay, but they can play on as their child, with like half the stats their old char had or something like that. Trials of Ascensions system is much better. Everyone gets 100 lives, no more, no less. When you die 100 times it's over, start a new character. This way, the more careful you are, the longer you will live which makes it better than mournings system IMO. ToA looks like an excellent game. With 16 races, skill based system, city building, complete player freedom, a brilliant magic system and PERMADEATH, to name a few features. Roma Victors system is good too. It has optional PD. Most players respawn as per normal, but there is a skill cap, meaning your skills can only go up to a certain amount. If you want to, you can choose to become a hero, meaning your skills can go up beyond everyone elses, making you more powerful than everyone. But the only problem is, if you die, you die for good. Actually I think when you become a hero you will get a few lives before permadeath. Also this game is almost completely magic free, it's a historical mmorpg.
There is also 2 more you haven't mention. I got to find the names though. Morning has a interesting but basic approach. I like the other ones better though. Sorry for the grammer. I have Norton running.
The only PD that has made it to fruition that I know of is Diablo II Hardcore. And I liked it. If a game could combine the PD elements that give you the rush in D2HC and the flair and skill-based design of Classic UO, then I'll bite. Trials of Ascension looks to be promising what I am looking for. So I will sit back and hope for the best, because I don't know that any mainstream co. has the guts to give this genre some much needed medicine. Even if it tastes bad to newcomers who don't have the stomach to lose anything of value.
Permadeath and environmental challenges are the next great step in the evolution of MMORPGs. Only through true adversity will one feel accomplished. Only in truly knowing you can die will true adversity present itself.
Perma Death while intriguing is not the next great step. I'm sure we have all seen countless polls about perma death and the overwhelming majority are against it.
If done right it could be a plus but so far no game has gotten it right
To me PD is nothing more than a attempt of developers to cash in on the next big feature. Until they can promise sever stability, no lag/latency and issues with various other bugs/crashes, PD will be nothing more than a reason for gamers to bitch about a MMOs short falls if they die/lose a character for any of the above reasons.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
Originally posted by Sithos Perma Death while intriguing is not the next great step. I'm sure we have all seen countless polls about perma death and the overwhelming majority are against it. If done right it could be a plus but so far no game has gotten it right
i think thats because 90-something% are 'noobs' who have no idea what good content is, and jump on the first MMOtreadmillRPG that has nice graphics
i would definatly play a PD game if someone made it deccent enough... it adds risk, which no MMO has atm
Originally posted by RobUey Originally posted by Sithos Perma Death while intriguing is not the next great step. I'm sure we have all seen countless polls about perma death and the overwhelming majority are against it. If done right it could be a plus but so far no game has gotten it right i think thats because 90-something% are 'noobs' who have no idea what good content is, and jump on the first MMOtreadmillRPG that has nice graphics i would definatly play a PD game if someone made it deccent enough... it adds risk, which no MMO has atm
So when has PD=Good content? I believe that if polled those same Bandwagon-jumpin noobs that you believe go ga-ga over a good set of rendered boobs would oped for gameplay OVER graphics......that's why a many of us here cannot seem to agree on supporting ONE MMO, if that was the case we would all flock over to EQ2.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
Originally posted by Sithos Perma Death while intriguing is not the next great step. I'm sure we have all seen countless polls about perma death and the overwhelming majority are against it.
If done right it could be a plus but so far no game has gotten it right
The game/s that have worked it out well are no longer around. I think the next great step in any death system would be the afterlife system. Needless to say, I've already suggested this before... I'm surprised that no game has implemented such a system yet, or else so few have that I have not heard of any of them. I believe designers are too afraid of their own pockets going empty to avoid catering to newbies who are used to the everyone-wins-all-the-time-bored-out-of-your-mind style of gameplay.
On the note of permanent death, take gambling for instance. Why do people do it? One reason may be because it's exciting. You never know when you're going to win big - or even if you're ever going to win. Permanent death does involve a bit of gambling, but if you're anything other than a newbie, you'll know how to handle yourself in combat so you've got a pretty good idea that the only lives on the line are those of your enemies.
"Put your foot where your mouth is." - Wisdom from my grandfather "Paper or plastic? ... because I'm afraid I'll have to suffocate you unless you put this bag on your head..." - Ethnitrek AC1: Wierding from Harvestgain
They don't work (at least Ive never heard of any that have).
There was an interesting thread here once about workable perma-death concepts and there were many many great ideas put forward buy the mmorpg.com'rs.... but its 00:15 atm and I've been playing EQ2 for like 8+ hrs and can no longer focus so the chances of me finding it are pretty slim, sry.
Originally posted by RobUey all the MMOs i've played up till now have been the usual treadmill 'popular' MMO, and i've never really looked into perma death games, how do they work? there cant be that much fighting (in an extreme sense) because that would make it easy to die
There is only one MMORPG with perma-death.
Strive For Power
It has 1 server for the entire game. No one can ever log off . And you can play with more than 1 character at the same time. When you die the first time, that's it. You get taken to the character creation screen
Diablo 2 in hardcore mode also has permadeath. But D2 is just an Online Game. ORPG technically. Only 8 players can be on the same server, interacting with each other. it is still a fun game to play.
They don't work (at least Ive never heard of any that have).
*meh* I give up... ::gets engulfed by a wave of newbies::
"Put your foot where your mouth is." - Wisdom from my grandfather "Paper or plastic? ... because I'm afraid I'll have to suffocate you unless you put this bag on your head..." - Ethnitrek AC1: Wierding from Harvestgain
A lot of people think PD would be good because of the increased risk, but I think it would actually do the opposite. Everyone would be playing it safe. After all, how many times do you want to play in the newbie lands and do the same quests over and over? In perma-death, those who play it the safest would be the most rewarded, while those who take the risks will be the ones being punished.
Death should hurt (in PvE anyway), but it should be the end of everything.
The best way to implement a hardcore permanent death that could work would be...
If the focus is not on the current character, but either on the family or the eternal spirit behind the many avatars he create.
Fast leveling and the worst hardcore permanentdeath could work a lot more easily. Now instead of trying to earn level X, you try to get another character to level X before you sacrifice them or they experience permanent death, which in turn improve your eternal spirit or family...or something like that.
Such a game would need an incredibly HUGE amounts of variations in class, in missions, in goals, etc...in order to keep the interest of the players in order for them to level another toon ''again'' in addition to have a family or eternal spirit progression system that is quite interesting(maybe every new character is stronger when you progress them enought, or something).
Like I often said before, I prefer X lifes/month and to focus on my character personnally(simpler), but a well build eternal spirit or family developpment system could indeed do it as well, but definitely requiring more work.
- "If I understand you well, you are telling me until next time. " - Ren
Originally posted by brian72282 DDO (Dungeons and Dragons Online) will have perma death.
from the D&D Online offical page:
What happens when my character dies? Character death will be something to be avoided there will definitely be a penalty to pay when your character dies. However, your characters cannot be permanently killed in Dungeons & Dragons Online.
No perma death in DDO, nope sorry.
To make perma death worthwhile, you need to make the whole game, from the first stages, worthwhile. Everything must not be boring or else.... nobody is gonna play it.
Plus there must be some kind of buffer or then nobody is gonna take ANY risk for fear of losing it all. I mean... how many time your group is wiped and everybody dies for a stupid mistake or just cause one more monster came than predicted? or even cause the mob resisted the Crowd control spell or the warrior missed too much....
And now everybody starts over? geez no thanks. Buffer all the way. 100 lives sounds good. Risk can be good. unavoidable risk is no good. EVERYBODY eventually dies in a MMorpg. for one reason or another.
"If you give a man a fish, you feed him for a day, if you teach him how to fish, you feed him for a lifetime"
Comments
-----------------------------
Listen Asmodeeus, seven years ago, Ultima Online didn't even have those pathetic "quests" that you refer to or those "professions" of ninja, samurai, necromancer, and paladin. Nor did it have any of the neon crap, or bug mounts. It didn't even have any "combat moves." You turned on attack and jousted with simplistic swings. It was a better game then. if you can't guess why then just uninstall the thing and move along. - Crabby
There is ORPG with perma death...diablo 2
There are no Permadeath mmorpgs YET, but there are several in production.
There are actually 3 that I know of, Mourning, Roma Victor and Trials of Ascension. I'm not a fan of Mournings system though, in which everyone dies after about 500 hours of gameplay, but they can play on as their child, with like half the stats their old char had or something like that.
Trials of Ascensions system is much better. Everyone gets 100 lives, no more, no less. When you die 100 times it's over, start a new character. This way, the more careful you are, the longer you will live which makes it better than mournings system IMO. ToA looks like an excellent game. With 16 races, skill based system, city building, complete player freedom, a brilliant magic system and PERMADEATH, to name a few features.
Roma Victors system is good too. It has optional PD. Most players respawn as per normal, but there is a skill cap, meaning your skills can only go up to a certain amount. If you want to, you can choose to become a hero, meaning your skills can go up beyond everyone elses, making you more powerful than everyone. But the only problem is, if you die, you die for good. Actually I think when you become a hero you will get a few lives before permadeath. Also this game is almost completely magic free, it's a historical mmorpg.
*Signature*The Pessimist says the cup is half empty. The Optimist says the cup is half full. The Pragmatist says the cup is half full of air. The Engineer says the cup is operating at 50% capacity. The Psychologist says the cup is your mother. The Punk Kid also says the cup is your mother. The Cricket Player says his cup is definately full. Everyone knows that Pamela Andersons cups are full. The Defendant says it was like that when he found it. Me, I just ask the waitress for a refill.
<Insert siggy here>
There is also 2 more you haven't mention. I got to find the names though. Morning has a interesting but basic approach. I like the other ones better though. Sorry for the grammer. I have Norton running.
-In memory of Laura "Taera" Genender. Passed away on Aug/13/08-
|
RISING DRAGOON ~AION US ONLINE LEGION for Elyos
The only PD that has made it to fruition that I know of is Diablo II Hardcore. And I liked it. If a game could combine the PD elements that give you the rush in D2HC and the flair and skill-based design of Classic UO, then I'll bite. Trials of Ascension looks to be promising what I am looking for. So I will sit back and hope for the best, because I don't know that any mainstream co. has the guts to give this genre some much needed medicine. Even if it tastes bad to newcomers who don't have the stomach to lose anything of value.
Permadeath and environmental challenges are the next great step in the evolution of MMORPGs. Only through true adversity will one feel accomplished. Only in truly knowing you can die will true adversity present itself.
<Insert siggy here>
Perma Death while intriguing is not the next great step. I'm sure we have all seen countless polls about perma death and the overwhelming majority are against it.
If done right it could be a plus but so far no game has gotten it right
To me PD is nothing more than a attempt of developers to cash in on the next big feature. Until they can promise sever stability, no lag/latency and issues with various other bugs/crashes, PD will be nothing more than a reason for gamers to bitch about a MMOs short falls if they die/lose a character for any of the above reasons.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
i think thats because 90-something% are 'noobs' who have no idea what good content is, and jump on the first MMOtreadmillRPG that has nice graphics
i would definatly play a PD game if someone made it deccent enough... it adds risk, which no MMO has atm
<Insert siggy here>
So when has PD=Good content? I believe that if polled those same Bandwagon-jumpin noobs that you believe go ga-ga over a good set of rendered boobs would oped for gameplay OVER graphics......that's why a many of us here cannot seem to agree on supporting ONE MMO, if that was the case we would all flock over to EQ2.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
I think SWG used to have permadeath for Jedis but they change it now, no?
- "If I understand you well, you are telling me until next time. " - Ren
Read this: http://www.mmorpg.com/discussion.cfm/load/forums/loadforum/51/loadthread/37656/setstart/1/loadclass/35
-----------------------------
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DDO (Dungeons and Dragons Online) will have perma death.
If done right it could be a plus but so far no game has gotten it right
The game/s that have worked it out well are no longer around. I think the next great step in any death system would be the afterlife system. Needless to say, I've already suggested this before... I'm surprised that no game has implemented such a system yet, or else so few have that I have not heard of any of them. I believe designers are too afraid of their own pockets going empty to avoid catering to newbies who are used to the everyone-wins-all-the-time-bored-out-of-your-mind style of gameplay.
On the note of permanent death, take gambling for instance. Why do people do it? One reason may be because it's exciting. You never know when you're going to win big - or even if you're ever going to win. Permanent death does involve a bit of gambling, but if you're anything other than a newbie, you'll know how to handle yourself in combat so you've got a pretty good idea that the only lives on the line are those of your enemies.
"Put your foot where your mouth is." - Wisdom from my grandfather
"Paper or plastic? ... because I'm afraid I'll have to suffocate you unless you put this bag on your head..." - Ethnitrek
AC1: Wierding from Harvestgain
a game which was based on taking risks (e.g gambling, PD, etc etc) instead of the treadmill-all win stuff would be >THE< mmo, or atleast the next UO.
i rmemeber my 1st mmo, legend of mir, when they introduced gambling i lost all of my 1million gold in 3 days >.<
<Insert siggy here>
They don't work (at least Ive never heard of any that have).
There was an interesting thread here once about workable perma-death concepts and there were many many great ideas put forward buy the mmorpg.com'rs.... but its 00:15 atm and I've been playing EQ2 for like 8+ hrs and can no longer focus so the chances of me finding it are pretty slim, sry.
There is only one MMORPG with perma-death.
Strive For Power
It has 1 server for the entire game. No one can ever log off . And you can play with more than 1 character at the same time. When you die the first time, that's it. You get taken to the character creation screen
Diablo 2 in hardcore mode also has permadeath. But D2 is just an Online Game. ORPG technically. Only 8 players can be on the same server, interacting with each other. it is still a fun game to play.
They don't work (at least Ive never heard of any that have).
*meh* I give up... ::gets engulfed by a wave of newbies::
"Put your foot where your mouth is." - Wisdom from my grandfather
"Paper or plastic? ... because I'm afraid I'll have to suffocate you unless you put this bag on your head..." - Ethnitrek
AC1: Wierding from Harvestgain
<Insert siggy here>
A lot of people think PD would be good because of the increased risk, but I think it would actually do the opposite. Everyone would be playing it safe. After all, how many times do you want to play in the newbie lands and do the same quests over and over? In perma-death, those who play it the safest would be the most rewarded, while those who take the risks will be the ones being punished.
Death should hurt (in PvE anyway), but it should be the end of everything.
The best way to implement a hardcore permanent death that could work would be...
If the focus is not on the current character, but either on the family or the eternal spirit behind the many avatars he create.
Fast leveling and the worst hardcore permanentdeath could work a lot more easily. Now instead of trying to earn level X, you try to get another character to level X before you sacrifice them or they experience permanent death, which in turn improve your eternal spirit or family...or something like that.
Such a game would need an incredibly HUGE amounts of variations in class, in missions, in goals, etc...in order to keep the interest of the players in order for them to level another toon ''again'' in addition to have a family or eternal spirit progression system that is quite interesting(maybe every new character is stronger when you progress them enought, or something).
Like I often said before, I prefer X lifes/month and to focus on my character personnally(simpler), but a well build eternal spirit or family developpment system could indeed do it as well, but definitely requiring more work.
- "If I understand you well, you are telling me until next time. " - Ren
from the D&D Online offical page:
"If you give a man a fish, you feed him for a day, if you teach him how to fish, you feed him for a lifetime"