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 Thread (33 posts)
egr4405  2/25/08 4:05:58 PM

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Originally posted by ethion

No death penalty for pvp is ok and I like the blood money idea.

No death penalty for the entire game is stupid.  This leads to people not caring about dying at all.  I'm done playing time to suicide.  Or ok lets all suicide on the mob so we can respawn outside the dungeon.  etc.  I've seen it.  SWG I think had no real death penalty or it was so small as to be nothing and groups did this all the time. 

Let me explore this new area, I'll just run in and run all over until I die...

Lets see what kinda abilities this mob has I'll just run in and attack it and die.

The result is that there is nothing to discourage this.  So does it make the game more fun?  I don't think it really helps the game.  Does it make the game less rewarding, definitely.  Does it detract from the thrill of exploring new areas?  yes I think so...

Games have to have a death penalty that makes death something players want to avoid. 


Couldn't agree with you more!!! SWG did have a death penalty, wasnt sever enough. After 3 incapitations you die and get cloned.

Xasapis  2/26/08 1:04:00 AM

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I doubt that the developers will choose server death rules that will cater to only a minority of gamers. Thus, if the representation of people that frequent the AoC boards is vocal enough, we may see more diversity in server rules. Nothing is set in stone yet.

 
gr8mc  2/26/08 7:23:03 AM

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let me just clear this up for you the gaming community is not just split in to 2 halves you think that everyone who plays reads the forums let alone post's on here?

the answer is no they don't in fact only a small poart of the community wil which makes this argument pointless the people that post on here regardless of there stand point are in the minority and the fact is the people who don't post on here are the bread and butter of the game they pay the developers wages and allow us to experience new content and the game developers are not gonna do anythin to jepordise that  so sit back enjoy the ride cause this train is going from A to B and nothing you can do will change that

 
Xasapis  2/26/08 7:54:14 AM

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I said the AoC forums. Or even better the AoC beta forums for those that have access to them.

This forum is nice and all but it's not game specific, and that's part of it's beauty.

I'm sure the AoC developers have already pinpointed their target audience, which in fact will dictate the MMO goals, or as you put it the A to B ride. I'm also pretty sure that B margin is not set to stone, but has a movement, at least until the very second the servers go live or sometimes even after that.

What I do find interesting is that they mention on their community site only one option for RP servers, the FFA kind.

 
ParkCarsHere  2/26/08 8:14:54 AM

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"Pretend inferiority and encourage his arrogance." -Sun Tzu

Originally posted by qombi

 

Originally posted by Arachneus1

Death penalty just leads to a large base of angered players, losing them a net of subscribers.  Most games take a hit in subscribers when they realize there is a death penalty or long leveling.  The casual player base will just about always win theres a lot more of them than hardcore who wants difficulty, they need the ease to get to top level.

 

If someone leaves because of a death penalty instead of it making them try to be cautious and play better then they are pathetic and should not be catered to.

Quoted for absolute truth! Death penalties make people actually unhappy to die, instead of just a feeling of carelessness as they rush forward into a bunch of mobs. Without a death penalty there is no sense of challenge in each fight, it's just fight until someone dies, mob or player. There should always be a penalty for death. If you die you should lose something, if only temporarily, to teach you to be more careful. Otherwise, where is the challenge? Oh wait, I forgot, games aren't supposed to be challenging....

 
Datcyde  2/26/08 5:36:09 PM

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Its only a game until you lose !

Originally posted by ParkCarsHere
Originally posted by qombi

 

Originally posted by Arachneus1

Death penalty just leads to a large base of angered players, losing them a net of subscribers.  Most games take a hit in subscribers when they realize there is a death penalty or long leveling.  The casual player base will just about always win theres a lot more of them than hardcore who wants difficulty, they need the ease to get to top level.

 

If someone leaves because of a death penalty instead of it making them try to be cautious and play better then they are pathetic and should not be catered to.

Quoted for absolute truth! Death penalties make people actually unhappy to die, instead of just a feeling of carelessness as they rush forward into a bunch of mobs. Without a death penalty there is no sense of challenge in each fight, it's just fight until someone dies, mob or player. There should always be a penalty for death. If you die you should lose something, if only temporarily, to teach you to be more careful. Otherwise, where is the challenge? Oh wait, I forgot, games aren't supposed to be challenging....

A+ quote man you  almost inspired me to write a poem on this subject!

 
Buccaneer  2/26/08 5:57:59 PM

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I agree there needs to be a sting to death, just enough to make people play a bit more cautious.  You don't want it to drastic, it will just put some players off.  Remember one person's fun can be another person's tedium.

I remember EQ 2, people would use death as a way to travel across the map or WoW a lot of the pugs I was in I seemed to get the careless tank, that would just rush in with the healer still sitting gaining mana.

So yes death needs a sting.

 
nuififun  2/26/08 6:07:00 PM

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There is always some kind of penalty - otherwise you may aswell be playing in God mode.

Since the advent of instanced dungeons and 20+ Raid areas/dungeons dropping items/corpse retrieval has become too problematic for Game Devs and players alike, it was ok in the 'good old days' when some +50 kin member would help you get your corpse back from a busy area (part of the cool thing of being in a kin getting help etc)

Now its just too problematic the way the encounters are set up, Ive seen 20+ people get wiped out at the end of a multi-staged encounter. In my experience groups disintegrate quickly andinstances close - say goodbye to important items. 

 

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