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There 's been lots of talk lately with some threads about xp penalty ,debuffs penalties etc etc, We recently read about the anoouncment of the upcoming mmorpg Wizardry Online which it implements perma death chance in dungeons.
Imagine now an mmorpg exactly as u dreamed off it. The type of combat system you prefer ,rich crafting,diplomacy system,deep character system,rich races/classes selection etc etc everything everyone of u that u like to see inside
And they ask u this. You have 3 options
A. The classic gamestyle lvl up fast to lvl cap gear up fast to pvp and pve in the endgame pve /pvp content lies where the ..uhm..real game begins.
B. Lvl 100 cap(the number is hypothetical) where every player trying to lvl up,grows slowly each lvl by lvl stronger (a lvl 87 player wouldnt be much stronger in stats than a 65 lvl for example) and the content is spread in all lvls and not in just endgame and the goal of the game is to someday maybe reach that 100 lvl cap ,which ofc it wont be easy since there will be a serious xp penalty.
C. A gamestyle which will be well thought made, to serve the existence of a permadeath chance system .
Comments
Can I choose none of the above?
I think permadeath is a terrible idea. Nobody should have to lose progress like that.
I'm not a fan of games that are totally focused on the endgame either. There are so many ways to make the journey up to max level exciting, including opening up PvP to lower levels, having lower level dungeons, etc. GW2 aims to do exactly that by having opportunties to do all kinds of neat "end game" things all along the way to max level, and then even more of it at max level.
Making max level a distant goal that you might reach some day, thus making the whole game about the journey, isn't ideal either. I think we all want that feeling of progress that comes from being measurably better than someone/something of lower level, and we also want that sense of victory for achieving max level. Having a big end game is definitely a good thing, but so is having an interesting journey to max.
Ditto
Yeah poor choices all around.
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This topic has been beaten to death.
Anyway I also take issue (lol) with "Classic fast level-up"--In MMO years, the speed levelling is a relatively new thing. Older games were slower, sometimes painfully slow.
Spec'ing properly is a gateway drug.
12 Million People have been meter spammed in heroics.
Permadeath in an asian F2P is going to turn into "pay for tokens that reduce/eliminate your chance of dying".
I can also roleplay the tower in a chess game and shout "is that a peasant at the horizon I see? I will smash it I will! Oh damn I broke one of my merlons!". -- maji
I think the rewards and penalties should be faction-based rather than individually based.
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