Lineages system: You lost some XP there and had a chance to loose a random item from your inventory (I think it was 25% or so). If you lost an item it was laying on the ground until a mob passed by who looted it and added it to his loot list. Once got an epic sword from a rabbit...
I think EQ:N would do best with a similar system, you was really scared of dying in Lineage but it didn't add that much grind.
Lineages system: You lost some XP there and had a chance to loose a random item from your inventory (I think it was 25% or so). If you lost an item it was laying on the ground until a mob passed by who looted it and added it to his loot list. Once got an epic sword from a rabbit...
I think EQ:N would do best with a similar system, you was really scared of dying in Lineage but it didn't add that much grind.
The penalty could be dropping all your gear and then if an intelligent mob roams nearby, it will loot the gear and add it to their loot list. A player could also just loot everything as well.
Lol, I voted for Corpse Run and Xp Loss because it worked and I was used to it on Everquest 1.
However, I did once have to petition and get a GM assistance myself when I was dead beyond the zoneline, having failed to zone out , and somehow just running straight past the zoneline into the wall ) .
Corpse runs were what made Plane of Fear fun, without them now in Everquest 2 everything is just to easy... Used to have spirit shards at the beginning, used to have weight tolerance, currency coins used to actually have weight and boxes used to actually weigh 100 lbs per... Now mages with scrawny little arms and no strength can carry a full load of 8 strongboxes on their backs with no difficulty whatsoever!!
I'd love to have some challenge in a PVE based world with a great storyline and graphics, and today's modern technology for little things - like proper inventory and bank space, please having to play mailbox roulette sucks - yet still having difficulty levels!! Scaling technology would be great for this, please scale a mob up when there are more players in a zone, and scale it down if the area is deserted and one lone player is trying to solo it ~ Loot could easily be on dif tables for this, solo vs heroic (group) vs elite (raid). I'm tired of seeing areas over-crowded by 20-30 people doing solo quests, because there's no raid mob for them to kill for reputation!!
Anything more then running back to corpse I see as annoyance taking joy of playing from gameplay. Period. About easy dieing ... i really hate to die. I do not care for harsh penalty or not. Harsh penalty adds to me only BIG ANNOYANCE. I will do everything not to die, if I see I will die eventually, I will try all to bring with me as many enemies as possible to "my last breath". :-)
Originally posted by Onomas You forget the most important death penalty, item decay. Which is most important in any real sandbox.
I wouldn't really call that a sandbox feature. That's just a gold sink or an item sink if you don't have a repairing option.
Wrong, its a major part of player based economy, which is a huge feature of a sandbox. Crafting, building is a huge aspect of a sandbox and when you have no item decay it stagnates the economy.
Originally posted by Onomas You forget the most important death penalty, item decay. Which is most important in any real sandbox.
I wouldn't really call that a sandbox feature. That's just a gold sink or an item sink if you don't have a repairing option.
Wrong, its a major part of player based economy, which is a huge feature of a sandbox. Crafting, building is a huge aspect of a sandbox and when you have no item decay it stagnates the economy.
Its far more complicated than that, having to do with many features, like supply and demand.... A strong economy is not dependent on temporary items of some form. Trust me on that lol
Originally posted by Onomas You forget the most important death penalty, item decay. Which is most important in any real sandbox.
I wouldn't really call that a sandbox feature. That's just a gold sink or an item sink if you don't have a repairing option.
Wrong, its a major part of player based economy, which is a huge feature of a sandbox. Crafting, building is a huge aspect of a sandbox and when you have no item decay it stagnates the economy.
Its far more complicated than that, having to do with many features, like supply and demand.... A strong economy is not dependent on temporary items of some form. Trust me on that lol
Everything is temporary in the world lol. Nothing lasts forever, things are always replaced due to wear and tear, destruction, new age technology, and much more. The reason why people move, buy new cars, buy new clothing, buy food, buy ammunition, buy new things.
In game, as a crafter, after the first initial rush of people buying your gear. If things do not decay and break, you have no repeat customers. Thus not having demand, and then supply dries up, and then you are no longer a crafter. When you have a individual character that can mass produce his own goods in all fields of crafting there is no need for dedicated crafters. And that is against what a sandbox stands for.
Sandbox is all about crafting, making things, and building (along with other important things). If there is no demand, your player based economy fails. I have seen this in dozens of mmorpgs. I can not trust you when the truth is there and facts are plain and simple, sorry. And no its not that complicated.
Originally posted by Drakynn Ultimate Death penalty : Upon death your forced to play Aliens:Colonial Marines or Walking Dead:Survival Instinct for 1 level or 10 minutes before being allowed to log back in.
Death penalty should sting, not cause real life mass suicides.
Originally posted by Drakynn Ultimate Death penalty : Upon death your forced to play Aliens:Colonial Marines or Walking Dead:Survival Instinct for 1 level or 10 minutes before being allowed to log back in.
Death penalty should sting, not cause real life mass suicides.
Your just not hardcore enough!!!
Am too!!
*cries and squeezes his teddy*
There are 3 types of people in the world. 1.) Those who make things happen 2.) Those who watch things happen 3.) And those who wonder "What the %#*& just happened?!"
Quite simple, i want MMO´s that do not want me to die...
I still think the orriginal EQ deathpennalties combined with a challenging world where very good..
Maybe they could add an option that allows you to hire an NPC team to assist you when you´re on your way to recover your death boddy. They would borrow you some gear and help you fight back to your body at the bottom of the pit...
Or just give all players a resurection abbility, so they could decide to resurect you instead of camping your death body, and resurect you, even while you´re doing your corpse run.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
I think EQ1 had the best death system (after Planes). You die you loose exp and how much you loose is reduced by a resurrection. Corpse appeared in the graveyard eventually.
I think death should matter. You should care if you die and the thrill/risk of adventuring always has the penalty of death lingering. Death is a very important aspect of the game and shouldn't be ignored. When someone does a 'dungeon run' and suicide is just a quick way to get back to town. There is a serious issue with design.
Comments
Lineages system: You lost some XP there and had a chance to loose a random item from your inventory (I think it was 25% or so). If you lost an item it was laying on the ground until a mob passed by who looted it and added it to his loot list. Once got an epic sword from a rabbit...
I think EQ:N would do best with a similar system, you was really scared of dying in Lineage but it didn't add that much grind.
The penalty could be dropping all your gear and then if an intelligent mob roams nearby, it will loot the gear and add it to their loot list. A player could also just loot everything as well.
Lol, I voted for Corpse Run and Xp Loss because it worked and I was used to it on Everquest 1.
However, I did once have to petition and get a GM assistance myself when I was dead beyond the zoneline, having failed to zone out , and somehow just running straight past the zoneline into the wall ) .
Corpse runs were what made Plane of Fear fun, without them now in Everquest 2 everything is just to easy... Used to have spirit shards at the beginning, used to have weight tolerance, currency coins used to actually have weight and boxes used to actually weigh 100 lbs per... Now mages with scrawny little arms and no strength can carry a full load of 8 strongboxes on their backs with no difficulty whatsoever!!
I'd love to have some challenge in a PVE based world with a great storyline and graphics, and today's modern technology for little things - like proper inventory and bank space, please having to play mailbox roulette sucks - yet still having difficulty levels!! Scaling technology would be great for this, please scale a mob up when there are more players in a zone, and scale it down if the area is deserted and one lone player is trying to solo it ~ Loot could easily be on dif tables for this, solo vs heroic (group) vs elite (raid). I'm tired of seeing areas over-crowded by 20-30 people doing solo quests, because there's no raid mob for them to kill for reputation!!
I wouldn't really call that a sandbox feature. That's just a gold sink or an item sink if you don't have a repairing option.
Wrong, its a major part of player based economy, which is a huge feature of a sandbox. Crafting, building is a huge aspect of a sandbox and when you have no item decay it stagnates the economy.
Its far more complicated than that, having to do with many features, like supply and demand.... A strong economy is not dependent on temporary items of some form. Trust me on that lol
I'm not sure if EQ Next will have open world pvp.
But from experience, any games that have strict death penalties usually end up with people running away from any pvp encounter.
There's nothing worse than trying to chase someone for 30+ mins just to pvp.
Everything is temporary in the world lol. Nothing lasts forever, things are always replaced due to wear and tear, destruction, new age technology, and much more. The reason why people move, buy new cars, buy new clothing, buy food, buy ammunition, buy new things.
In game, as a crafter, after the first initial rush of people buying your gear. If things do not decay and break, you have no repeat customers. Thus not having demand, and then supply dries up, and then you are no longer a crafter. When you have a individual character that can mass produce his own goods in all fields of crafting there is no need for dedicated crafters. And that is against what a sandbox stands for.
Sandbox is all about crafting, making things, and building (along with other important things). If there is no demand, your player based economy fails. I have seen this in dozens of mmorpgs. I can not trust you when the truth is there and facts are plain and simple, sorry. And no its not that complicated.
Your just not hardcore enough!!!
Am too!!
*cries and squeezes his teddy*
There are 3 types of people in the world.
1.) Those who make things happen
2.) Those who watch things happen
3.) And those who wonder "What the %#*& just happened?!"
I loled at the perma death.
Exp/Corpse run, ofc.
Legends of Kesmai, UO, EQ, AO, DAoC, AC, SB, RO, SWG, EVE, EQ2, CoH, GW, VG:SOH, WAR, Aion, DF, CO, MO, DN, Tera, SWTOR, RO2, DP, GW2, PS2, BnS, NW, FF:XIV, ESO, EQ:NL
Only way to do it, why make it easy to die? In life you get one chance, so you play it smart. Do that in game too.
I remember going 38 levels on lots without one death, and was so pissed when I died to a bugged mob
over 20 years of mmorpg's and counting...
over 20 years of mmorpg's and counting...
Quite simple, i want MMO´s that do not want me to die...
I still think the orriginal EQ deathpennalties combined with a challenging world where very good..
Maybe they could add an option that allows you to hire an NPC team to assist you when you´re on your way to recover your death boddy. They would borrow you some gear and help you fight back to your body at the bottom of the pit...
Or just give all players a resurection abbility, so they could decide to resurect you instead of camping your death body, and resurect you, even while you´re doing your corpse run.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
I think EQ1 had the best death system (after Planes). You die you loose exp and how much you loose is reduced by a resurrection. Corpse appeared in the graveyard eventually.
I think death should matter. You should care if you die and the thrill/risk of adventuring always has the penalty of death lingering. Death is a very important aspect of the game and shouldn't be ignored. When someone does a 'dungeon run' and suicide is just a quick way to get back to town. There is a serious issue with design.