RaNDM G said:
This actually sounds pretty fun, until we inevitably get that one guy that kills players for the ducks of it.
My guess is three minutes before a witch hunt starts.
Well the thing is it won't be one dude that does it, it will be a large, well organized group of people that do it. As Ultima Online pointed out, community policing really doesn't work in an MMO enviroment, especially seeing as the guys that are trying to do their own thing and getting ganked generally don't want to drop whatever they are doing and become full time PVPers themselves just to try and keep things safe.
I do tend to agree with the general sentiments that success in games should not be guaranteed, they should take a degree of effort to progress and win, and there should be points where if your not good/successful enough you just don't get to progress... period. That said permadeath in an MMO is a really bad idea due to the reliance on connection speeds, lags, bugs, exploits, etc... not to mention that in an MMO you want a persistant community and people to want to keep coming back in to work on their projects. People are going to get bored if the game is a matter of dying and restarting a bunch of times and just seeing the same exact stuff again and again.
Roguelikes get around this problem by being hardcore, and having permadeath, but also by being simplistic enough to have crazy amounts of raw potential content, randomization, and most importantly, not being online or having to worry aboiut other players finding ways to cheat, exploit, or just ream you with a better connection, when you die it's usually because of something you did playing the game and can learn from it. If your connection hiccups, or some dude shows up with a better internet connection and wastes you, there is nothing you can really learn from that experience, your character just died because of something entirely beyond your control.
That said, it is an interesting idea, but one that I don't think will work very well.
Oh and one important caveat... I'd imagine the dev is lying about "Permadeath" in the game by having designed things so it's not quite what it sounds like. For example the current "ultimate hardcore MMO" Wizardry Online, has a "permadeath" system but what it actually does is kills your current avatar, your soul, which is your account, that continues to advance as you play avatars/characters remains and directly influances what you can do with your avatars. The soul is more or less your character, and it's progress never dies or resets. So yeah, your favorite level 20 warrior might die in the dungeon, and perhaps quite easily, and not be recoverable, BUT all the power you accumulated for your soul is still there, so the next warrior you create is hardly going to be the mewling newb someone brand new to the game created. You simply have to think about progress in the game differantly... that said I did not much care for
Wizardry Online. Sad because I was a huge fan of the "Wizardry" single player games.
I could be wrong about the above of course, but in general when I see people hyping permadeath mechanics it rarely seems to be what it claims.