Anyway, my point is that if the content was challenging enough to kill you in the first place (and, let's be honest, most MMO content isn't really that challenging) then I fail to see the purpose of hitting you with a death debuff on top of that. You already have to travel from the respawn point back to where you died, probably making your way through since respawned enemies on the way and/or restarting an entire instance, but now you have to either do it at a massively reduced power level or wait till the debuff clears. It's nothing but a time sink and it really does nothing to increase the challenge of the game seeing as how most standard death debuffs make it pointless to retry the content right away anyway.Scytail said:wow, you poor baby. there should be some extra penalty for respawning at the graveyard. its taking the easy way back to life instead of trecking back to your body.StriderShinryu said:I hate when an MMO makes you essentially useless for 10 minutes after a death. In that case, I'll often just log out and not bother playing at all... which I suppose fits fine with the MO of your average subscription based MMO.
But that would mean listening to the awesome duel of the fates. That's not much of a punishment.Electric Gel said:The game should force you to watch the phantom menace every time you die. That'll teach 'em!
Or even worse, the Christmas Special.Electric Gel said:The game should force you to watch the phantom menace every time you die. That'll teach 'em!
this. i FUCKING HATE getting raped on while a random spike of lag hits or something, in which your character gets mauled to death and your command to potion up or something didn't reach them in time =\Maddhaus said:While I certainly understand the desire of some for harsher "death penalties", I prefer the type of approach being suggested by SW:TOR's designers, if for no other reason than death in MMOs can often occur through no fault of the player.
Let's face it - while internet speeds have improved vastly over recent years and connectivity in general has become more robust, the fact remains that lag spikes and other issues can easily cause character deaths - especially in raid/boss encounters that require precision and immediate reaction to prevailing circumstances.
Frankly, I've never quite agreed with the idea that the player needs to be somehow 'punished' for the death of a character. Yes, death should carry a penalty lest it become even more meaningless than the temporary (or even permanent) death of a digital creation already is; however, going overboard and kicking the player in the figurative bahoogies because a lag spike prevented them from getting out of the insta-kill fire zone fast enough doesn't sound like very much fun from the player's perspective.
It is when the music's accompanied by midichlorians.spectrenihlus said:But that would mean listening to the awesome duel of the fates. That's not much of a punishment.Electric Gel said:The game should force you to watch the phantom menace every time you die. That'll teach 'em!
Agreed.StriderShinryu said:Anyway, my point is that if the content was challenging enough to kill you in the first place (and, let's be honest, most MMO content isn't really that challenging) then I fail to see the purpose of hitting you with a death debuff on top of that.
Nice idea, but that'd never pass human rights conventions in most civilised countries....Electric Gel said:The game should force you to watch the phantom menace every time you die. That'll teach 'em!
I have a suggestion for a rewrite of this article. With all content preserved.Tom Goldman said:Star Wars: TOR Designer Explains BioWare's Death Stance
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Death in Star Wars: The Old Republic won't make players take a red lightsaber to their computers.
Certain MMOs like the upcoming Star Wars: The Old Republic [http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/8591-Preview-Watch-Your-Back-in-Salem] will not be one of those. Old Republic combat designer Damion Schubert recently took to the BioWare forums to explain why the game won't have an overly harsh death penalty, but said it won't be a "cakewalk" either.
In a forum topic asking BioWare to make death "mean something" in The Old Republic, Schubert wrote that he agrees death should have a "sting." However, the sting should be more like that of a bumblebee, than that of a box jellyfish [http://en.wikipedia.org/wiki/Box_jellyfish].
BioWare's philosophy for The Old Republic is that harsh death penalties can ruin a game. They can lead to players that only grind through the game on weaker enemies, and that don't take risks on new character builds. They can make it tough for newer players to learn a game's ins and outs, with experienced players never willing to group with them for fear of losing to a boss. If an MMO chooses to make equipment vulnerable after a death, you might as well never give that equipment out, because Schubert doesn't think most players would risk bringing it along.
He feels a manageable death penalty also allows designers to make encounters more challenging, because players can try over and over without getting frustrated. Well, without getting too frustrated anyway.
Schubert emphasizes that BioWare does not want The Old Republic to be soft on those that die, but isn't planning to remove a limb every time a player accidentally walks backwards into a Sarlaac pit. I'm the type of gamer that can appreciate both kinds of systems, and with the mainstream appeal that Old Republic will likely have, I think it's smart to implement a death system into the MMO that won't have players turning to the dark side out of anger. I'm expecting something similar to World of Warcraft [http://www.amazon.com/World-Warcraft-Battle-Chest-Mac/dp/B000H96C9M/ref=sr_1_2?ie=UTF8&qid=1296329079&sr=8-2] where players simply have to get back to their corpses, but perhaps molded into a more Star Wars-like system.
Source: VG247 [http://www.swtor.com/community/showthread.php?p=5289463#edit5289463]
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