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How could you accept permanent death?

It seems like most players are opposed to permanent death.  I have a feeling most players think of a WoW character they spent hundreds of hours on just gone or dying and starting over repeatedly.  To me yes that would suck.

That said, there circumstances I could accept perm death. 

1. Only risky gameplay causing perm death like fighting the world eater dragon.  Not every defeat is perm.

2. All items would have to decay to destruction point and be much easier to get than typical MMORPG. 

3. You can choose a successor or child that gets your items, unique traits depending on how character was played and higher skill cap.  

I think that kind of gameplay could make for me.
Sovrath
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Comments

  • TheocritusTheocritus Member LegendaryPosts: 10,014
    Darkest Dungeon is the only kind of permadeath game I would play...YOu get replacements all the time so it made dealing with deaths easier.....As for permadeath in a MMO, no way.
    Ozmodan
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    Darkest Dungeon is the only kind of permadeath game I would play...YOu get replacements all the time so it made dealing with deaths easier.....As for permadeath in a MMO, no way.
    What causes your aversion to perm death in MMO?
  • ZoeMcCloskeyZoeMcCloskey Member UncommonPosts: 1,372
    3 is the instance that I could find permadeath of interest.
    wingood

    image
  • 45074507 Member UncommonPosts: 351
    I'd accept it if:

    1. The game had little to no character progression.

    2. The game had perma-lives, so you wouldn't die after just one unlucky movement. I could see this being a good way to differentiate races and classes as well - while an Elven knight might get 6 lives, a human berserker would only get 2. 

    3. The game were based on controlling a group of characters rather than just one, so losing one would be more akin to losing a piece of gear or a pet.
    Scot
  • deniterdeniter Member RarePosts: 1,438
    My character could grow older in an MMO as hours and months pass by online. At some point a natural death would make you to reroll but with a legacy of some sort. Chronicles of Elyria is doing something like this but it doesn't have to be a main feature like in CoE.

    There could be several grades of injury which would lead to your death if left untreated, or a disease/poison that kills you eventually if you don't seek cure. Mobs that are a lot above your level could permakill if you foolishly attack them, or they could have abilities like petrification that are lethal unless you know how to protect against them.

    Permadeath is an interesting concept but it has to be implemented very carefully. You should never be permanently killed by a single event like combat or falling damage, and a player should know when there's a chance to die for the last time.
  • iixviiiixiixviiiix Member RarePosts: 2,256
    edited May 2018
    Depend on reward i think . If the reward is good enough , someone will even risk they real lives

    When the lost is big deal , it can't consider as casual gaming anymore .
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    ikcin said:
    4507 said:
    I'd accept it if:

    1. The game had little to no character progression.

    2. The game had perma-lives, so you wouldn't die after just one unlucky movement. I could see this being a good way to differentiate races and classes as well - while an Elven knight might get 6 lives, a human berserker would only get 2. 

    3. The game were based on controlling a group of characters rather than just one, so losing one would be more akin to losing a piece of gear or a pet.

    Why you will play a game without progression? Also a MMO with groups of toons is a mess. It is very simple - risk/reward ratio is broken. It is a role playing feature, that simply cannot work in the games.
    Meaningful progression is better than empty vast vertical.  Majority of MMORPG would not change much if there was 1 level and just gained the same points and abilities with exp.  Oh except you can't one shot low level mobs. Such deep gameplay lost. 
  • craftseekercraftseeker Member RarePosts: 1,740
    DMKano said:
    The game design has to take perma-death into account - otherwise if you lost everything in a game like WoW and had to start from level 1 again - oh boy... worst design ever.


    So for perma death to work - you have to change the game, like transferrable progression to new characters, or super easy/fast way to regain lost gear/skill/xp etc...

    etc...

    Perma death can totally work in games that are designed to handle it correctly.
    How is it perm-death if you can transfer progression?
    How is super easy progression different from a death penalty?

    No perma-death is either thinly disguised respawning or too harsh a penalty to make an enjoyable game.
    SandmanjwOctagon7711AlBQuirky
  • 45074507 Member UncommonPosts: 351
    ikcin said:
    4507 said:
    I'd accept it if:

    1. The game had little to no character progression.

    2. The game had perma-lives, so you wouldn't die after just one unlucky movement. I could see this being a good way to differentiate races and classes as well - while an Elven knight might get 6 lives, a human berserker would only get 2. 

    3. The game were based on controlling a group of characters rather than just one, so losing one would be more akin to losing a piece of gear or a pet.

    Why you will play a game without progression? Also a MMO with groups of toons is a mess. It is very simple - risk/reward ratio is broken. It is a role playing feature, that simply cannot work in the games.
    If a game is fun, I don't care if my character is progressing (i.e. getting bigger numbers). Of course, there would be stuff like cosmetics and minor stat buffing equipment, but it really wouldn't be the focus of the game. (I envision such a game as being heavily PvP focused with territory control and such, so what you work towards in a normal game session would be guild, rather than character progression)

    As for playing mutliple characters, I suspect you're saying that it can't work in an MMO because you're imagining controlling 15 full mythic, max level characters in a WoW raid. A game where you play multiple characters like that would have to be designed completely differently from pretty much any MMO currently on the market.
  • QuizzicalQuizzical Member LegendaryPosts: 25,499
    One way to do it is to make it so that you can reach full power on a new character fast.  Not "fast relative to most MMORPGs", but something like 10 minutes.  That way, a death wouldn't be devastating.

    Alternatively, you could have a game where you naturally have a lot of characters.  That way, losing one character out of many isn't devastating.  It would have to be a case where all of your characters naturally level if the game has any concept of it, not one where if you play a lot of alts, they all level up far more slowly than if you were to focus on a main.
  • centkincentkin Member RarePosts: 1,527
    The game would essentially need to be the MMO equivalent of a rogue-like game.
  • psychosiz1psychosiz1 Member UncommonPosts: 200
    I played a permadeath in HC mode in Diablo 3.  My toon died because of sever lag which was not my fault.  The forums were flooded with complaints.  Despite all the protest, my character and many others were never given life again by the server gods.  My terms for permadeath would be:

    1. Any issue which impacts many players due to game issue should not suffer permadeath
    2.  Items of permadeath character go into special place which can not be accessed until new toon is made and hits max level.
    3.  Game does have issue where death could occur due to being in an unavoidable area.  Ex - You are level 20 and in order to get to your needed destination, you need to go through level 45 adversaries.

    These are the ones I can think of off the top of my head.  I'm sure there are/would be others.
  • TheScavengerTheScavenger Member EpicPosts: 3,321
    I think the biggest thing against perma death in MMOs is the internet and servers themselves

    Power goes out? Just likely lost a life (if it had like 3 lives or something before perma dying. Be even worse if no lives at all)

    Computer freeze or some other PC issue?

    Servers randomly go down without notice?

    Lag? (which could be caused by all kinds of things. A lot of the times if the game is too demanding to run on hardware or/and poorly optimized. But poor servers play a part too)

    Just to name a few of the really big issues.

    I play Darkest Dungeons, and never worry about any of those things. 

    In an MMO, most I like is EVE. EVE has a good death penalty as far as the more hardcore MMOs go. Sure can run into the above, but you never permanently die and its pretty easy to get stuff back if you are smart about going out with having backup ships/loadouts.

    4507

    My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB: 

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  • craftseekercraftseeker Member RarePosts: 1,740
    Quizzical said:
    One way to do it is to make it so that you can reach full power on a new character fast.  Not "fast relative to most MMORPGs", but something like 10 minutes.  That way, a death wouldn't be devastating.
    How does that differ from a penalty for a period after respawning? 'Resurrection sickness', for example. XP debt and loss of XP are two other 'death penalties' commonly used. 

    No, perma-death would be something like a game with a large number of 'starting areas', each substantially different, creating a character locks out that area for at least thirty days so on 'death' your new character starts somewhere else with zero XP and only starting equipment.
    4507
  • QuizzicalQuizzical Member LegendaryPosts: 25,499
    Quizzical said:
    One way to do it is to make it so that you can reach full power on a new character fast.  Not "fast relative to most MMORPGs", but something like 10 minutes.  That way, a death wouldn't be devastating.
    How does that differ from a penalty for a period after respawning? 'Resurrection sickness', for example. XP debt and loss of XP are two other 'death penalties' commonly used. 

    No, perma-death would be something like a game with a large number of 'starting areas', each substantially different, creating a character locks out that area for at least thirty days so on 'death' your new character starts somewhere else with zero XP and only starting equipment.
    If it's just a penalty for a period after respawning, the game could still take a month to reach max level.  Here, I'm saying if a brand new person who has never played the game can reach full power in 10 minutes, then permadeath wouldn't necessarily be a big deal, as completely starting over means you only lose 10 minutes of progression.
  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    edited May 2018
    I played a permadeath in HC mode in Diablo 3.  My toon died because of sever lag which was not my fault.  The forums were flooded with complaints.  Despite all the protest, my character and many others were never given life again by the server gods.  
    This is perhaps the biggest issue with the idea of permadeath in an online game.  Devs don't have enough control over the player's experience to really go this route without at least a percentage of players getting royally fucked by something like lag.
    4507Ozmodan

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  • EldurianEldurian Member EpicPosts: 2,736
    edited May 2018
    I play very cautiously in permadeath games. The exact opposite of how I play when death means nothing. There is a certain form of rush and enjoyment I get when I play permadeath.

    Personally though, I think the best way to do permadeath is the GW1 way. 

    "But Guild Wars 1 didn't have permadeath!"

    No? It had a title, "Survivor". The title required you to reach a certain experience level on a character without dying. There were three levels of this title each progressively harder to reach (Survivor, Indomitable Survivor, and Legendary Survivor). I believe you kept the title once you earned it, even if you died after, but you had to not die to get that title.

    I very much enjoyed trying to reach that title on new characters. It was a huge rush. I wish more games would do something like it. Perhaps with less focus on earning XP and more focus on completing certain challenging tasks that put you in harms way though.




    4507
  • CryomatrixCryomatrix Member EpicPosts: 3,223
    Well the only way to play ARPG is with permadeath. I only played Diablo 2 and PoE HC. I can't tolerate playing PoE on standard for 5 minutes. 

    It makes reaching a level meaningful. It can work in MMO of you have the following abilities.

    1) instantly heal or very quick heal
    2) be able to log out relatively quickly 
    3) be able to run away from fights 
    4) or allow player res within 30 minutes and have huge open world.


    If you could do that with an MMO then you could do it. 

    My alternative idea is just to have a character with unlimited deaths but it counts each death and is displayed next to your character as a sort of score.

    So being max level with 300 deaths is not as good as bring max level with 5 deaths.

    Permadeath is great, I suggest you all try it if you play PoE.
    Catch me streaming at twitch.tv/cryomatrix
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  • AegirisAegiris Member UncommonPosts: 49
    Permadeath is such a niche feature these days that I don't know how a game would be successful unless it was optional.  If you forced all players into permadeath, it's likely only going to be fun for the hardcore players.

    I would probably still give it a shot.  If I have fun in a game, I'll play it.  One feature probably isn't going to keep me away.  Ultimately depends on how all the other game systems work out.

    The way I see it, you basically have two options.  One is to make dying rare, so that you aren't resetting all of your progress all the time.  The other is make progress relatively fast and/or easy.  I'm sure there's a middle ground somewhere in there too, but if it takes months to reach end game and you get killed by a level 5 boar because you d/ced in the starter zone...

    I think most people realize the issue here.  Permadeath, just like any other game feature, has to work with the game as a whole.  You can't just tack it on to a game and expect it to work out in every scenario.
  • davchadavcha Member UncommonPosts: 130
    So max level with 5 death fighting baby boars from starting zone is better than 500 deaths fighting dragons in the last dungeon/raid ?...

    Permadeath could work in a game were a session is short and somehow "reset" your character.

    For example, that works with darkest dungeon because you manage your team in the town and go occasionnally in dungeons, but sessions in dungeons are short and it resets your characters, but you get to keep some features of its last state.

    Another example is a pen&paper rpg known in France (maybe in other countries), whose name is "Rêves de dragon", in english "Dragon's dreams".
    In that game, your character is comprised of two parts. A "permanent part", which is called "archetype" and is somehow its essence or soul. And a short-lived part, which is a real character and that is used to play a short session. This short-lived part can be anything, a whole new class or race or anything you want to experiment. When this short-lived part dies, your archetype evolves according to what you've done with the short-lived part.
  • ScotScot Member LegendaryPosts: 24,423
    It is fine in the right sort of game, for most MMOs it just does not fit well at all.
    AegirisOzmodanKyleranRobsolf
  • ShaighShaigh Member EpicPosts: 2,150
    Permadeath fails me due to my aversion of repeating a simple progression path and have to do it all over again while you reach the interesting parts of the game.
    KyleranRobsolf
    Iselin: And the next person who says "but it's a business, they need to make money" can just go fuck yourself.
  • IncomparableIncomparable Member UncommonPosts: 1,138
    It can work for me in an mmo.

    It would be like;

    1. Quick to get certain skills to cap. A few hours of play.

    2. Housing and storing items that any character can play

    3. Achievement and extra benefits for having a long surviving character

    4. Conquest mode server

    “Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble”

  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    To be noted I don't expect a typical MMORPG to be perm death.  That's why I asked the question how could you accept permanent death?

    Long term ressurection is also an idea. Where you can be brought back to life and live as a spirit until you a brought back slowly losing exp or skills until you disappear forever in a time period.  
  • EldurianEldurian Member EpicPosts: 2,736
    One thing I remember being suggested on the Crowfall forums was permadeath campaigns. A brief overview for those not familiar with Crowfall, the point of Crowfall is campaigns that are supposed to last months where players fight over resources. After a campaign is finished, you can take resources back to your eternal kingdoms, player run towns that are the only permanent area of the game.

    A permadeath Crowfall campaign would be a campaign where when you died you would be booted from the campaign. They would probably have to run shorter than normal campaigns but the concept could be pretty interesting.
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