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Emergent AI means smarter mobs, so smarter mobs means they have their own needs e desires, and that means every enemy defeating you due to theirs behaviour has got theirs uniques penalties to apply to us...
here down follow some concrete examples I would like to see implemented.
If you die at the hands of:
ORCS: Tier-1 Gold less 25%, Tier-2 Gold less 50%, Tier-3 Gold less 75%, Tier-4 Gold less 100%
WOLVES: Tier-1/2 Food, Skins and Plants components less 50%, Tier-3/4 less 100%
GOBLINS: Tier-1 Bright Stones e Gems less 25%, Tier-2 50%, Tier-3 75% and Tier-4 100%
GELLY CUBE: Tier-1/2 you have a 50% chance one of your metal weapon is broken or damaged, Tier-3 75%, Tier-4 100%
and so on for each creature,animal and monster in the world about resources penalties:Gold,Components,Weapons and Gems.
If you die at the hands of:
SPIDERS: Tier-1 Speed less 25%, Tier-2 Speed, Attack less 25%, Tier-3 Speed, Attack,Defense less 25%, Tier-4 all down 50%
FROST/FIRE GIANTS: Tier-1 25% less Ice/Fire resistence, Tier-2/3 50%, Tier-4 75% until you heal yourself
that's for all elementals damages concernings the charachter penalties: Attributes,Resistences,Attack,Defense and Movement.
If you die-Specials :
IN SAVAGE TERRITORIES: you were enslaved and forced to fight for your freedom and life in an arena as a gladiator do
INSIDE A DUNGEON: you were captured, imprisoned and you have to escape to regain freedom
INTO A WIZARD'S TOWER: you were charmed and obligated to complete a quest for him in order to be free released
IN A VAMPIRE'S CASTLE: the blood-sucker drain your life Tier-1 25% you lose one of your classes you discovered while playing the game but on your choice, Tier-2 50% still your choice, Tier-3 50% but Random choice, Tier-4 75% at Random
ON ANOTHER PLANE OF EXISTENCE: you fight against Death in person Tier-4 onl and big Reward but if you lose, no penalties apply, you simply, literally, Die!
...insert coins...1UP... create new charachter...quit. LOL
Thoughs?!
Comments
I also like the idea of being in a spirit world to get back to your body but having to fight along the way. Maybe add NPC spirits of those friendly to you and hostile along with other players who had also died. If the spirit world spanned the whole world there could even be bosses in places. In order to fight you'd probably get a generic set about your tier level.
Played: EQ1 (10 Years), Guild Wars, Rift, TERA
Tried: EQ2, Vanguard, Lord of the Rings Online, Dungeons and Dragons Online, Runes of Magic and countless others...
Currently Playing: GW2
Nytlok Sylas
80 Sylvari Ranger
Fight a God:
Tier 1 = Game is over, your account is deleted, and you have to start over. /troll/
Seriously though, good write up, but I do not believe they will bring in such "harsh" death penalties into this game. Most we will see, is the inconvenience of respawning very far away from where you died, and have to walk back there. You can quote me on that. I want to be wrong though.
Hmm not a bad idea but i kinda don't like the details.
For example why should the orcs take your gold based on tiers and not all of it etc. It doesn't make sense in a lore-AI way though it would work but i still don't quite like it.
Imo you should loose whatever the mob decides that it needs. That might be all your food, all your gold, a part of your armor or weapons if they look expensive, or your physical body might get completetly eaten or filled with poisons by spiders and be left to be easily eaten and digested later etc and with the appropriate debuffs if you retrieve it in time.
I agree though that death penalties that make sense are a very good idea that will enchance the feeling of danger but also the achievement when you safely complete your "quest".
EDIT : Think is though that what if you don't have gold with you? Should the mobs magicaly get it from your bank cause that doesn't make sense?
And if the bank is safe, what if i know what the creature wants and i leave it behind? Should i be able to avoid the consequences?
Hmm... YES. I actually like this. Lets say you are in an area, and get ambushed (possible since the devs have already stated that certain mobs will do this), if they state ahead of time "Money or your life!", and you know these are much stronger than you, then you should be able to just pay them off, and if they are so inclined, they might only beat you half to death (instead of fully killing you, lol), and then leave.
Not only that, but they should stick around the general area, and should still keep that money as part of their loot upon death... then you come back with friends! ^_^ O heck yeah, that would be it for me. This needs to be implemented NOW!! You hear this Devs???
Experience demands that man is the only animal which devours his own kind, for I can apply no milder term to the general prey of the rich on the poor.
Thomas Jefferson
Thank you all for the good reviews, very happy about that!
And I agree about "details need to be ironed out better" too, of course, it's just a concept...I let the Devs make their job...
I hope the surprise us with tons of "oh my God!"... "look at that!" ...and "what the hell happened here!"
To answer Georgatos about Orcs and Gold my concept isn't immaculate I know I just tryed to reach some goals:
1. Keep the player on the watch: I mean the classic don't run into dungeons
2. Risk vs Reward: if I havn't nothing to lose where is the challenge
3. Experience: if I've just now defeated and looted a boss and I'm full of Gold but no more healing potions and the way back to queynos I meet Orcs, I've to remember they like Gold and that is better to avoid them...if Imeet Wolves ok then I can advance...
4. Social: the same as point 3 but what if I meet a new creature and I dont know what they want by me, maybe potions or gems but if they want my 2H sword of the Solar Power +5 hard-earned after a mortal encouter against a Goliath? It's better if I ask another player:
"Hello Sir Knight may I know if the creatures over there are eventually hostile to strangers? ...
Don't worry man, they have already eaten my companion, they are full, if you go now they leave you in peace! ...
Ehm Sir why those creatures are running towards me now...Help,help!...
Heheehe I'm a liar Sir and you think poor Knight that I havn't seen your Super Sword, I'm going to take it for me from your dismembered corpse, hahah!!!
That's all!
I like you concept. Death penalty is a important feature. You included permadeath. I would leave that out. The penalty should not be to severe. I think the maximum should maybe equal 3 hours of playtime. And it should be designed in a way that you can't have a second shot on the same contend right away.
There is one thing I would add: I would ask why the character is coming back to life in the first place. Is there a god that is reviving the character? My idea is to evolve the type of the death penalty from there.
Maybe you could subject yourself to differed deities, that would then, thanks to Storybricks watch every step the character takes and would then decide what kind of death penalty the character suffers. So the goddess of light wants you to be kind and compassionate while the god of war wants you to be strong and brave.
The problem with any type of death penalty is that the instant gratification crowd hates it. I'm already asking myself why nobody has broad up the "I only want 'fun' " argument jet. I guess most WoW-kids would instantly smash their computer when confronted with any type of death penalty.
Not a fan of death penalties that are there just for the sake of punishment.
Why not do something like you die, you end up in the ghost realm where you need to do a quest to get your physical body back and can continue to quest. That way it IS punishing you time wise, but you have to complete a (hopefully) fun quest instead of some random health or skill loss.
This idea becomes problem if you're doing a dungeon or raid, but I'm sure they could figure something out for that.
I agree with you Sengi, penalties hasn't to be to severe anyway for a big audience and that's because I have inserted the escalation of penalties made in Tiers, I supposed Tier-1 noob need less pressure and almost no punishment at the beginning instead of a hardcore gamer Tier-4 that need more challenge and risks to keep playing.
I like your idea of different deities that influence how, how much punishment and maybe where you respawn, it's a very good thought if well argueted.
Another idea to protect and not be to invasive against noobs and casual players is to put penallties only after a sort of free tutorial I don't think at driven content I mean you start playing and as well as in the old video games you have for example 10 lives, within that lives you can learn the game, improve your skills and gain practice with mechanics...after this term of apprenticeship in which you can die in the way you prefer without risk and no restrictions of zones, the Official Penalties Ruleset Starts!...and now it's all up to you! (forewarned is forearmed:)
P.S: Corpse run is not practicable because of the destructibility and the ethereal form to re-gain your life is a similar concept or...?