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Question about death and skills.

zethcarnzethcarn Member UncommonPosts: 1,558

Have they said what the death penalty (if any) will be?

From my understanding,  you can level any skill you want in the game?  So you can be a rogue/wizard/healer hybrid?  Is there a limit to how many skills/spells you can level?

Comments

  • muffins89muffins89 Member UncommonPosts: 1,585

    they haven't announced a death penalty. 

     

    for skills.  we know that you will have weapon skills and class skills.  the more you use each skill will cause it to level up.  leveling up a skill can possibly cause it to morph into other skills,  that you can choose from.  any class can use any weapon.  and you can switch weapons and skills while out of combat.  you will also have access to 'ultimate' class specific abilities.  your left and right mouse buttons will be tied to your weapon.  you will have a hotbar where you will have 3 class abilitys an ultimate and a potion slot. 

  • zethcarnzethcarn Member UncommonPosts: 1,558
    Ok thanks for clearing that up about the skills.
  • muffins89muffins89 Member UncommonPosts: 1,585

    http://tamrielfoundry.com/2012/10/combat-in-teso/

     

    theres a lot more info there.  if your interested.

  • zethcarnzethcarn Member UncommonPosts: 1,558
    Originally posted by muffins89

    http://tamrielfoundry.com/2012/10/combat-in-teso/

     

    theres a lot more info there.  if your interested.

    Ty again.  So next question: Should the death penalty be harsh or light, IYO?

  • muffins89muffins89 Member UncommonPosts: 1,585
    Originally posted by zethcarn
    Originally posted by muffins89

    http://tamrielfoundry.com/2012/10/combat-in-teso/

     

    theres a lot more info there.  if your interested.

    Ty again.  So next question: Should the death penalty be harsh or light, IYO?

    minor in pve.  harsher in pvp (to prevent zerging).  in pve id be fine with item durability loss.  pvp i think a non-permanent debuff (8-12 minutes long) and item durablility loss.   

  • NobadeeftwNobadeeftw Member UncommonPosts: 129
    Originally posted by muffins89
    Originally posted by zethcarn
    Originally posted by muffins89

    http://tamrielfoundry.com/2012/10/combat-in-teso/

     

    theres a lot more info there.  if your interested.

    Ty again.  So next question: Should the death penalty be harsh or light, IYO?

    minor in pve.  harsher in pvp (to prevent zerging).  in pve id be fine with item durability loss.  pvp i think a non-permanent debuff (8-12 minutes long) and item durablility loss.   

     I agree with this.  They said they planned to have up to 200 people on the map at once.  The best way to control this is by forcing players to use realistic tactics in combat.  No more blindly rushing targets, instead players will have to take time to cordiinate well planned attacks.  I want to see the punishment for death in PvP to be pretty sever, perhaps locked out of PvP for an entire day.  Zerg fest pvp is old and boring.

  • ZylaxxZylaxx Member Posts: 2,574
    Originally posted by zethcarn

    Have they said what the death penalty (if any) will be?

    From my understanding,  you can level any skill you want in the game?  So you can be a rogue/wizard/healer hybrid?  Is there a limit to how many skills/spells you can level?

    The death penalty in the Press event was fairly similar to WoW according to one of the Podcasts I listen too.  Hoping it becomes a bit more harsh.

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  • KanethKaneth Member RarePosts: 2,286

    Harsh death penalties are a thing of the past in most "mainstream" games now. I am willing to bet that minor item durability loss and having to run from the graveyard will be the extent of it. Harsh death penalties don't attract the masses, and developers know it.

    They could probably get away with a somewhat harsher death penalty in PvP, but I doubt they would implement it. Of course, the Cyrodil map is pretty big, and they could make a death penalty "harsh" by having specific spawn locations away from major control points. If you had to run back to the fight after death, and I am talking a 5+ min run that isn't safe, that would effectively kill a lot of zerging. Being taken out of a fight for an extended period by design and not because of some stupid debuff (or some other artificial punishment), can be an equilizer between those who strategize and the rambo types.

  • baphametbaphamet Member RarePosts: 3,311


    Originally posted by Nobadeeftw
    Originally posted by muffins89 Originally posted by zethcarn Originally posted by muffins89 http://tamrielfoundry.com/2012/10/combat-in-teso/   theres a lot more info there.  if your interested.
    Ty again.  So next question: Should the death penalty be harsh or light, IYO?
    minor in pve.  harsher in pvp (to prevent zerging).  in pve id be fine with item durability loss.  pvp i think a non-permanent debuff (8-12 minutes long) and item durablility loss.   
     I agree with this.  They said they planned to have up to 200 people on the map at once.  The best way to control this is by forcing players to use realistic tactics in combat.  No more blindly rushing targets, instead players will have to take time to cordiinate well planned attacks.  I want to see the punishment for death in PvP to be pretty sever, perhaps locked out of PvP for an entire day.  Zerg fest pvp is old and boring.

    i agree with you about zergs being boring but i don't think locking people out of combat for more than a few minutes is the answer to that.

    there are other things to do besides capture keeps, i don't think it is wise to prevent people from playing just so they wont zerg keeps.

    they will just end up leaving cyrodiil all together and then come back when they can pvp again, i don't think they want that.


  • baphametbaphamet Member RarePosts: 3,311


    Originally posted by Kaneth
    Harsh death penalties are a thing of the past in most "mainstream" games now. I am willing to bet that minor item durability loss and having to run from the graveyard will be the extent of it. Harsh death penalties don't attract the masses, and developers know it.They could probably get away with a somewhat harsher death penalty in PvP, but I doubt they would implement it. Of course, the Cyrodil map is pretty big, and they could make a death penalty "harsh" by having specific spawn locations away from major control points. If you had to run back to the fight after death, and I am talking a 5+ min run that isn't safe, that would effectively kill a lot of zerging. Being taken out of a fight for an extended period by design and not because of some stupid debuff (or some other artificial punishment), can be an equilizer between those who strategize and the rambo types.

    agreed.

  • MentalEventMentalEvent Member Posts: 8
    I agree that they wont do some harsh penalty for dieing in PVP but then if u look at it Kaneth said something about rambo and tactic style... i mean u can rambo style only if ur strongest on the screen if not u must use tactics. But some far away respown point would be logical choice like 5 + min ride on mount.
  • KapazoKapazo Member UncommonPosts: 107

    I like the death penalty in Ultima Online.  If you died,  you had to wander around as a ghost  looking for someone to revive you while people were free to loot your corpse at will.

    When you did try to say something the other player could only see "ooo ooooo oo o ooo" in the chat bubble.

  • WellzyCWellzyC Member UncommonPosts: 599

     

    Remeber having to " stand on the pad?"  in daoc.

     

    That was perfect, made you not want to die, but wasn't a horrible penatly either

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