DracoSuave said:
City of Heroes punishes you with a second by a key press? Really!?!
You've not been up against the Malta or Hami?
And Everquest doesn't exactly have a deep or involving combat system. Really, it doesn't.
Which is why if you try that on the Manaetic Behemoth, you'll party wipe. Or Bertie. Seriously, pop your pets on Bertie and I'll be giggling from a Plane away.
I quit EQ because my Magician was dead in the Karanas and I had little to no way to get his corpse back without dying more... losing the stuff I spent weeks working on... essentially putting me back to square one.
I
started as a Erudite Necromancer and ran to the East Commonlands Pre-PoK. That's 3 zones where everything is KOS (mostly level 50s).
And conversely... No one, not a single person ever said 'HEY! I unsubscribed to WoW and subscribed to EQ because I want to lose levels when I die! That makes the game more fun!'
One of the reasons I didn't buy WoW. But it's a daft argument anyway. No-one buys/unsubscribes games because of the death penalty. You do that because you're bored and you want an excuse.
And if you played EQ, then you know all about Hell Levels. Hell Levels are terrible game design. EQ had many many MANY terrible game design flaws, and death penalties were one of them.
Hell Levels? I played a Cleric...you have NO idea. EQ also had many many MANY good game mechanisms that other games ignored at their peril. Had Vanguard stayed on and not let SOE cyborg it up, then it still would....oh yes...it still IS being played today.
As for death being meaningful... the thing is, you already don't want to die. It costs you time. It sets you back. It makes you stop playing. You don't need to reinforce that further by making death even less fun.
Sorry, that's bulldrek. I've seen people throw deaths at monsters, and port back in time for their corpse to be brought back. Hell, our raids used to start leaping down the Paineel Bottomless Pit.
The difference between a bad game design and good game design is this: A bad game tries to make death meaningful. A good game tries to make surviving meaningful.
Patently ridicuolous. A good game makes the GAME meaningful, that's both sides. A bad game just makes it so there's instadeaths you can't avoid. That's an entirely different argument.
Death penalties have no place in any game that wants a subscriber-base outside of grognards who honestly thing a game is made better by adding in elements that actively and purposefully in place to make the game less fun.
Like ... oh... No...I can't think of any MMO that doesn't have death penalties.
At the end of the day, there's nothing special about MMOs that suddenly make dying in them less important or less meaningful than in other videogames that have existed, from modern adventure games, to the nintendo games of the past. You died in those, you restarted the level. You lost some progress, but at the end of the day, the point was always in trying to surmount the challenge it presented. Death penalties do not add challenge. They add spite. And they will cause people to stop giving you money.
That makes no sense whatsoever.
What the hell is restarting the level if not a death penalty?
Did you ever play a game that had lives in it? Seriously, your points make no sense and are demolished by the industry of today. Have you ever played a MUD? Why do you think there are Ironman game modes? Why do you think that so many people loved Star Wars Galaxies Pre-NGE and hated it afterwards.
Simply stating your
opinion on the way things
should be doesn't make you right if you can't even back your own argument by evidence.
AFAIK ALL MMOs have a death penalty of sorts, removing it would be removing one of the main balances on play, as Slycne says on page 1. If you really really want a game where you just respawn after death, then sure, go ahead, knock yourself out.
I (and a number of other posters here) would like a game that treats death as a fear rather than a career obstacle.
boholikeu said:
Sorry guys, in this day and age
That's half my problem right there...people want everything spoonfed to them.
The_root_of_all_evil said:
Just OOC, would you be for lower death penalties for "casual" content (IE leveling and such) if "hardcore" content like endgame had really high death penalties? That's really the only way I could see harsh death penalties being implemented into a mainstream MMO like TOR.
Tough choice. See, I don't think casual exists. If you're playing a game casually then you're not gonna really want end of game content. And it makes the change across much harder.
I'd rather have specific levels for raids where there's light - Good Xp, Less Penalty, Less Drops and heavy - Great Xp, Big Penalty, More Drops - but that's chooseable as you go in.