There are many ways death could work in MMOs...

Discussion in 'News, Announcements, and Dev Discussions' started by Dexella, Oct 2, 2013.

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  1. Marcks Member

    I'm all for a reasonably harsh death penalty for when you're out exploring the world, but I can't say I'm a fan of having to worry about things like losing XP or, worse, de-leveling when we're trying out new strategies on a raid boss we haven't downed yet. It's hard enough to get people to show up to new content to get their rears kicked repeatedly, and too harsh of a death penalty will just make that worse. I'm a big proponent of challenging PVE, but I think that should come from the content, not unreasonably punishing time sinks.
    • Up x 7
  2. Mallas Scumlord Well-Known Member

    it is if the only way tio repair is gather materials to repair it. I don't want pay 3 gold for repair. Want it a bit more time consuming while also helping your mats collection.
    • Up x 2
  3. Xurtan Well-Known Member

    It's not a hardcore server we want - it's a throwback server. Permadeath would in no way be supported by the vast majority of people arguing for a throwback server.
    • Up x 9
  4. Eldane Active Member

    Some combination of these two. Make dieing mean something, other than another fast travel.
    • I want a hefty penalty such as a corpse run that might require an entire group to help.
    • I want a fairly high personal-only penalty such as lost XP, de-leveling, or equipment damage.
    • Up x 9
  5. Cynderblock Active Member


    I would have to disagree with you on this one. While corpse runs were always hated, it made for an experience. Perhaps go the route of some other MMOs *coughwowcough* and make it an option? Have a person who can revive you, but you get the penalties of armor repair, downtime, exp loss, etc. or get your own corpse, lose less exp than the rez npc, and have zero downtime. The risk is you're reviving yourself back in the dangerous area, instead of the safety of an NPC area.
    • Up x 7
  6. Maikal Member

    I went with Hefty penalty but the option wasn't really what I wanted. I would prefer a mix of some of the examples given...

    I would like to see some mix of...

    XP Debt (it makes no sense to me to delevel or really "lose" xp in a supposedly non level based game). This could be similar to Earth and Beyond where you could choose to work off the debt or logout and it would be reduced over time.

    Item Durability Damage.. this is mostly based on the idea of crafters being the soul of the game. If its a true crafting game then items need to eventually be replaced for a long term market. If its not then it just would end up being a coin repair penalty. I prefer durability damage applied on death as opposed to use.. because a sword that is cared for will survive far longer than the mortal wielding it. I could explain my opinion further but wall of text is no fun.

    Corpse Run... I honestly would like to see monks fd dragging corpses and necro's summong for the hard to get to corpses. Altho I also believe there should be some kind of option for people that can't get someone to help them.. meaning some kind of penalty but at least they get their corpse.
    • Up x 12
  7. Dartellum New Member

    I voted on I want a fairly high personal-only penalty such as lost XP, de-leveling, or equipment damage. However, permadeath is a good alternative as long as a way to gain favors is available, but not easy to do, so your deity of choice keeps one from dying permanently. DragonRealms has this feature and if you did not have favors and risked battling, you were playing with your own {virtual} life. Also, you had to loot your grave in a certain time or loose those items not picked up.
    • Up x 3
  8. Xurtan Well-Known Member

    The devs have talked about this briefly - we all go to the Ethernere when we die. What that involves precisely, we're not sure yet - but it is a point where all three games converge. Some sort of alternate death plane.
    • Up x 6
  9. Deithrian Member

    Isn't EQ Next supposed to be without XP/Levels?! I R Confuse O-O
    So I voted for this option, specifically for this part of the text "I want a fairly high personal-only penalty".
    • Up x 4
  10. Mallas Scumlord Well-Known Member

    no i mean some people want the hardcore Diablo like server.
  11. Neriifur Member

    "I want a fairly high personal-only penalty such as lost XP, de-leveling, or equipment damage"

    I believe the idea of death should never be taken lightly. There are far too many games these days that provide no real penalty for dying. If you make a mistake, or you play wrong, you should pay the price. Having a hefty penalty will make people try harder, and think more intelligently about the things they do in the game. This will also improve the atmosphere of the game and community as well I believe. Things should always teach you a lesson, not provide you a free ride for a mistake you make.

    The challenge of life is everything.


    ALSO.

    I vote a big no-no on perma death. No one likes to lose their character personally. If they do, then there should be another server for people who truly wish to play hard-core. Equipment takes a while to create, as well as leveling. Things should not be taken away from you just because you're in the middle of a learning experience.
    • Up x 6
  12. Silinius New Member

    I'd prefer an armor hit + ghost corps run simply due to the way that game mechanics have thus far been explained (xp gain, leveling etc).

    I'd not like to see the type of death experience that the original EQ had simply because I don't have time (in my old age) to spend 10 hours trying to get my stuff back because I happened to die in the most inconvenient place possible - think PoFear wipes back in the Kunark days.

    That said - if a "real death" penalty such as a monster naked corps run were implemented, it wouldn't dissuade me from playing the game, it would just suck to be me if I did die in an inconvenient place.
    • Up x 2
  13. Cirolle Well-Known Member

  14. Mallas Scumlord Well-Known Member

    for every corpse run thats cool (lol), there is the Fear, Hate, Tormax corpse runs. Its not fun, its more of a huge time sink. Rather have a different time sink where i can play the game without running somewhere, gather my stuff, then sit around until i can really do stuff again.
    • Up x 1
  15. Casmin New Member

    This just popped in my head just now. Kind of like Guild Wars 2 "Downed State", where while you are "downed" or dieing you are able to cast very basic spells/abilities while a meter slowly depletes (bleading out type of thing) and if you get a kill you revive, if you dont you die. Maybe something a bit different, I dont know... As far as the revive process...I dont think XP sould be any kind of penalty for dieing im fine with armor damage or a corpse run or even a small fee for reviving, but leave my stats and XP ALONE! :p
    • Up x 4
  16. Xurtan Well-Known Member

    So people buy up a bunch of it from a market, other players, AH or whatever - it'll also be cheap as everyone will need it, so people will gather it in vast quantities. That doesn't make it any more of a deterrent than having to repair at an NPC is - if anything, potentially less if you can repair just using those materials and no need to be in town.
    • Up x 1
  17. Dexter New Member

    Corpse runs are fun and they give yet another reason for people to stick and play together, which is perfect for MMOs.

    They also encourage people to make friends and find guilds, so they can get help, and don't waste time with random guys while wiping over and over again.
    • Up x 18
  18. Aazimar Well-Known Member

    Steep death penalties make us play smarter. If this game is going to change the MMO landscape, lets make grouping something more than "pull as many mobs as possible, dps down, rinse and repeat".
    • Up x 22
  19. wolfwood82 Active Member

    Voted for high personal, even though I like corpse runs.

    Reason for high personal is because people view their acquisition of levels as an achievement. That achievement is based solely on the amount of time the player spends in the game doing something that gives him experience. Without the ability to go backwards, there is no challenge to gaining a level, and it loses it's status as an achievement.

    If all you have to do is play the character to inevitably get to level 50, then where is the real challenge? It also means that maxed out characters no longer care about death penalties. So long as they can't lose what they have, why care as much? Where is the risk?

    Reason why I don't like corpse runs is because it's a major time sink. It could be a valuable asset that prevents players from just suicide as a means of fast travel, but more often then not this is a mechanic that will frustrate players who are trying to play the game the way you want them too.

    That being said, I think there should be some limits and changes. Experience you lose should be recorded as "debt", but the bar drops backwards, not piled on in front. The debt just keeps track of where you were at before you died. While covering for debt, you gain double experience. Since you had already learned this stuff once before, it's easier to re-learn it so to speak.

    That way, while losing experience and levels can be painful, it becomes easier to get back to where you were.
  20. Niccoli Member


    High penalty was my vote but I think it should include the corpse run. Higher risk allows for higher reward. If there is meaningless risk, then it weakens the rewards when taking the fake risk.

    Loss of XP, corpse run is a time sync. No stat penalties as it's just an annoyance and the other items were already penalties.

    Equipment damage should be a constant, so that it's eventually something that needs to be replaced. IF crafters make the best gear, then the user should eventually have to replace it, keeping a supply/demand economy alive. If the supply never goes away or is never consumed, there is no demand, etc. That said, on death I don't think it needs a boosted damage penalty, I really think that the XP loss and corpse run gives enough of a penalty to death, especially if you do something dumb and can't easily recover your corpse.

    With XP loss should come level loss, but in a "horizontal" progression, this shouldn't even be a factor, should it?
    • Up x 6
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