50 First Deaths - On Designing MMO Respawning 105
Thanks to the New York Times for its article (free reg. req.) discussing the nature of death and regeneration in massively multiplayer gaming. The author points out: "Designing death is not a simple matter", explaining: "If the 'death penalty' in the game is too severe... you may stop playing the game and, even worse, stop paying the monthly subscription fee for it. But if the penalty is too light... what's to stop you from engaging in reckless behavior... and then growing bored and dropping out anyway?" It also reveals, courtesy Turbine Entertainment's CEO, that "The online role-playing game Middle-Earth Online, expected later this year, will exclude death entirely" - instead, characters "will collapse into unconsciousness and wake up in a safe place."
Hmmm... (Score:5, Interesting)
In that case, the new guy wouldn't be at such a disadvantage to everyone who's been playing for years. The advantage to playing for a long time would be to build skill at the game, instead of acquiring items.
Re:Hmmm... (Score:5, Insightful)
Permanent death is nice in games like Diablo, where once you've finished it normally, you can take on the challenge of being hardcore like that. But permanent death on a server filled with not only lag, but also griefers is not a way to entice people to pony up X dollars every month.
Now imagine you've spent a couple months on your character, collecting quite a range of unique powerful weapons and then you die. That's like a Ph.D. being sent back to kindergarten and forced to take school all over again, before anyone will hire him. furstrating to say the least.
Re:Hmmm... (Score:5, Interesting)
Frankly, there *should* be a penalty to being somewhere you shouldn't, whether you're too high or too low level. The trick is how to communicate that to players without affecting the roleplaying aspect.
--trb
Re:Hmmm... (Score:5, Informative)
Lets take Turibines Asheron's Call. Part of the story line talks about lifestones created by Asheron to protect the Isparians in Dereth from dying, however there is a cost for dieing. If you die at any level you recieve 5% vitae penalty and drop X number items on your corpse. The vitae penalty is a temporary reduction in your stats that goes away as you earn more experience points (XP). The amount of XP you need to reduce your vitae by one point is a percentage based on your current level. The number of items you drop is also based primarily on your current level. Now, the noob areas have giant floating markers as a boundry that basically tell you if you go past this your chance of death increases. Which is great as far as monsters go because it's a clear warning. If you go past this place and die you might not be able to get back to your corpse and recover your items. So there is definite risk involved in going to those areas. Now, at higher levels most people carry enough high value junk items as death items. These items are almost 100% gauranteed to drop before anything you care about. This reduces the risk of dying significantly, but there is still some risk. If you don't recover those items you have to get new death items, this could be expensive or time consuming. Especially if you spent a lot of time getting very high valued death items to cover your equipment that is also very expensive. A second or third death could start costing you items. There are/were also some items which would always drop on death (Aerfalls Pallium comes to mind). I should also mention that when you are returned to a lifestone you are temporarily protected from harm. This is in part because some lifestones have monsters spawned on them, and also due to a dynamic on the full time PvP server.
Now, this is a decent system, and I have yet to hear anyone complain about it. Of course this is the dynamic on the carebear or non PvP servers. On the PvP server (Darktide) there are no protections from other players. If you are sufficient level to own a house you have a safe zone. Other than that you are safe only briefly right after dieing. Initially there was no lifestone protection and it was extremely common for some players to camp the lifestones and repeatedly slay people. Not exactly fun for the person on the recieving end of this dynamic. To keep the game realistic you can't really restrict areas of the game world based on level. With dungeons that is easy, and is done all the time, but in the game world outside the dungeons invisible barriers that ristricte based on level would be hard to explain in the games lore. It also prevents interaction between high and low level characters, and in the case of games like AC, it would prevent the creation of large monarchies and reduce the already minimal value of a Patron/Vassal relationship.
The biggest problem with perma death is that most players like to see that they are getting something for thier money. A lot of people don't like spending twenty or thirty hours a month leveling a character and learning the game system only to die one day because the devs changed the rules or the content change in an unexpected way. There have been numerous times in every MMOG I've played where the newest game additions have changed the dynamic in some way that made it harder either for the entire player base or, more often just for specific classes. Then those classes die more often as they readjust to the new dynamic or patiently (hah, right) wait for the devs to fix whatever they broke. With perma death you are going to see people losing interest if they achieve high levels and then one day loose everything. Why bother going through all of that again? You already know what the game is like at the low levels, it will take you a similar amount of time to get back to where you were so you can advance again. What is the motivation to continue playing at that point? There isn't much in my opinion.
Re:Hmmm... (Score:3, Interesting)
Re:Hmmm... (Score:2)
Re:Hmmm... (Score:3, Interesting)
I like my 180k value, 83bu atlatl, which will cover my bows forever, almost as much as my major life helm. Oh wait, maybe not... :)
Re:Hmmm... (Score:2)
Re:Hmmm... (Score:2)
Re:Hmmm... (Score:3, Interesting)
Re:Hmmm... (Score:5, Insightful)
If that's the only barrier, why not implement a system to discourage griefers from coming after newbies? Seriously, why don't we have bullies _actually killing people_ in real life? Because they'd be carted off to Kiddy Prison.
One of the reasons people don't break laws is because of the punishments. If you don't want your players engaging in anti-social behavior, prevent those players from being a part of society. Have actual character jails, where offenders can be "helled" (to borrow a MUD term) for a period of time proportional to the severity of their crime.
Couple that with a character death system that "respawns" permanently dead characters as offspring (children, clones, whatever) that inherit the possessions of their parent-figure, and you've got a way to pass on the material goods from character instance to character instance.
You'd still lose all of the dead character's experience, but in a non-"level-oriented" system, you can make that a hell of a lot less painful (heck, you could even have the "children" start with a certain percentage of inherited skill).
Part of the populace's reluctance to engage in PvP is that, generally speaking, these games have immature PvP systems. I think the majority of the problem, however, is the totally anti-PvP crowd's desire to harp on any potential negative experience to their gameplay.
-lw
Re:Hmmm... (Score:5, Insightful)
The issue there is the ultimate goal is not to provide a safe, fun gaming environment, but rather to make money for the parent company. No one (or very very few people) is going to pay $15 a month to sit in jail (unless someone comes out with a MMO version of OZ (hmmm...that's not such a bad idea...)) so companies try to balance being strict enough so the griefers don't run off all the newbies, but no so strict as to drive off all the griefers.
So a legal system cannot following the real world courts and jails too closely.
Couple that with a character death system that "respawns" permanently dead characters as offspring (children, clones, whatever) that inherit the possessions of their parent-figure, and you've got a way to pass on the material goods from character instance to character instance.
That is a great idea.
Re:Hmmm... (Score:5, Insightful)
Well, it depends on what we're looking for. Part of what the generic "griefer" looks for is suspense. With actual punishment, it increases the suspsense. It's true that you probably can't jail griefers "for life", but what's the odds that the society in a MMOG would _want_ to jail him/her/it for that long? It's much more likely they'd just execute the criminal (and, heck, depending on the type of society, there might be a death penalty for less serious crimes).
We could even treat jailed characters as "dead" (albeit temporarily), and allow the player to create an "offspring" character to play (without the asset transition). That's a little more harsh than the victim gets, but it's pretty fair retribution.
I imagine such a system could be extensively tinkered with until the right balance of risk, reward, and pending legal action is reached (it could even vary area to area).
-lw
Re:Hmmm... (Score:1)
If you are caught griefing, bounty hunters can track you down, and haul you to jail lands you then have the options of fighting/organizing and ruling the jail lands, or fight your way back out to the rest of society.
Re:Hmmm... (Score:1)
Then again I've always been on the receiving end, not the giving end of griefers - and it has caused me to give up on some MMOGs. Or find their non-PVP servers.
8-PP
Re:Hmmm... (Score:3, Insightful)
We're talking about a game, and because it is a voluntary act of participation to play, we don't need to be "fair" in a broad legal sense. We create a set of rules and post them, saying something like, "If you kill players, or if a player severely damaged by you dies within X number of seconds of your attack, you will be put on a wanted list for an in-game police force, who have the ability to hell you for Y minutes, double
Re:Hmmm... (Score:3, Insightful)
There's the goal of sustaining an enjoyable gaming environment--having a fun game. There's the goal of 'realism,' or keeping events logical and consistent to promote roll-playing. And in the case of commercial MMO games, there's the goal to keep enough people paying a monthly subscription to keep the game going.
In regard to death, generally we want some sort of pena
Re:Hmmm... (Score:1)
Re:Hmmm... (Score:2)
It simply deos not work.
Roughly 30% of the player base of an online game has only one goal: "compromizing the game rules". Abusing what they can to be the first ones to reach a certain goal. Abusing the game rules to have most pvp kills. And basicly you cant do anything about it.
A lot of rogue players do not really care if they get banned from game after 4 weeks as long as they have thei
Re:Hmmm... (Score:1)
Admit it, it would kick ass being a high level wanted character. If you could kill the "police force" members (who would, let's say, respawn at the dept.), instead of being just a griefer-penalty, it could be a whole new dimension in the gameplay. Rob banks, mug characters, run from the police... you could become a famous criminal! Even some of the griefers might play by the r
Re:Hmmm... (Score:3, Interesting)
Re:Hmmm... (Score:3, Insightful)
Perhaps we institute a law saying: you kill another player you go to jail. There's always going to be a portion of the population that says to hell with laws (and they will go to jail), and then there's another more subversive population who is going to figure "well, I won't kill the newbie, but
Re:Hmmm... (Score:1)
Because theres no effective system currently available at the moment.
Take a step out of the MMORPG scene and just look at standard FPS games, whats to keep people from TKing? A voting system? Can't be done on the MMO scale. A '3 strikes, you're out' system? Can be easily bypassed or ineffective (just get some super monster to follow you and get it to kill the newbie for you). The use of moderators? May damage RPG aspect of game,
Re:Hmmm... (Score:2, Interesting)
Re:Hmmm... (Score:1)
Re:Hmmm... (Score:1)
Re:Hmmm... (Score:3, Interesting)
Not to mention, if death were permanent, even the most advanced player would have to start over as a "newbie" occasionally.
If your character ages or you risk permanent death every time you play, odds are you're going to spend more time exploring and playing than picking on newbies. And permanent death means by picking on newbies, you're more likely to be picking on an experienc
Re:Hmmm... (Score:1)
Re:Hmmm... (Score:5, Insightful)
On the MUD I played, we had a pretty simple rule. Sure, it doesn't correspond with reality, but it was interesting nonetheless. We had alignments and reputation. If you killed too many humans, you can't go into the human city. If your alignment was evil, you couldn't go into the bastion of light city. If you were chaotic evil, you could kill anyone anywhere, but you could only take 10 deaths before you perma died. Anyone could go into special 'player killer areas,' where you could kill or be killed by anyone. This created a dark vs light sort of story, but people would incorporate their religion and alignments into play and actually roleplay. CE characters were few and far between, but they existed and were interesting to see people play. This is something I rarely saw on most MUDs, the integration of roleplay which i found to be the most interesting part.
Neverwinter nights is a starting point, but when are we going to see more games that allow creative people to build the games and police them themselves? When are the 'Gods' (Implementors) of the game going to play an active role, coming down and saying, 'You're exploiting a bug, stop' or 'welcome to my world. I am Lothar of the Hill People.'
Making money is very simple. You sell clients and servers. Servers are more expensive. You sell server space on one of your large mainframes. A server will support, say, 200 people tops before you'd need an upgrade. Mostly you don't care though, you get people to go to your server in groups of 30-50. These people interact with each other much more and the community is more interesting. The people who have the servers and the space pay a monthly fee, which they can then change and charge back to others if they wish. They make their own rules regarding the selling of items, etc.
Maybe it's difficult to program for one, but you'd find that a lot of open source and other programmers would latch on to this model and the worlds would get more interesting. If you own a client, you can go to Hell World one day and Happy Fun Rabbit Land the next. Maybe you'd charge them a monthly fee to allow access to all worlds, maybe not. Probably you'd make enough money off of selling server space and upgrades/server packs.
But instead, we have all these same retread MMORPGs which change like two things in their environment to distinguish themselves from the other dumb fantasy MMORPG. Which is too bad, really. I don't want to play an MMORPG because I rarely feel like I'm part of a tightly-knit community. I don't feel I can roleplay because everyone else is 'lol' and talking about their dog jumping on their keyboard. So I end up just bored.
Re:Hmmm... (Score:2)
Yep, Everquest has this. I suspect all the MMORPGs have this. And in fairly complex fashion... not everyone in the same city is necessarily on the same faction, so you may need to be careful even once you are in a city.
So lets say you get you
Re:Hmmm... (Score:2)
PD and griefers harrassing newbies... (Score:2)
If you take away PD, you still have the griefer problem. If you solve the griefer-harrassing-newbie problem, difficulties still remain with PD. Doing one to "solve" the other is Just Plain Bad Game Design.
The best discussion of this issue is still "Designing Virtual Worlds" in which Richard Bartle discusses all the issue quite thoroughly. He does not come up with a definitive answer, although he does suggest the MMORPG industry's consensus against PD is premat
Re:Hmmm... (Score:1)
At which point griefers get a bounty placed on their head equal to some constant times the difference between their level and the level of the player they killed.
Couple this with a "non-disappearance" type of game, where if you log off your character lays down and goes to sleep.. (hope you did so in a safe hotel.. which of course would not be open to known killers), and all a griefer is doing is setting themsel
Re:Hmmm... (Score:2)
So the griefer keeps a high level "innocent" character around to powerlevel his "griefer" char up when he gets killed. In Everquest right now it's not a big deal to get to level 20 in a couple of hours with the right gear and the right help.
Or the griefers get together to defend each other.
I don't think you are going to find any simple soluti
Re:Hmmm... (Score:2)
Re:Hmmm... (Score:1)
And if your game isn't skill based, you're basically in a glorified chat-room anyway.
Re:Hmmm... (Score:2)
Re:Hmmm... (Score:1)
Re:Hmmm... (Score:2)
Whoa, easy with the generalizations there. What you're talking about is generally known as "Hack & slash" RPGs. Actual role playing games aren't like that at all, most of the time.
Re:Hmmm... (Score:1)
Re:Hmmm... (Score:2)
Firstly, as nobody would ever want to die, you would find people at level 20 still wacking away at the rats to get that 1 xp, so that by the time they progress to tougher mobs it is just as easy... Part of the fun in an MMO is getting yourself into a situation a little bit tougher than you can handle and hoping for the best
Secondly, what happens the first time your net connection drops? Or you get a power outage? Or your wife/girlfriend/kids/parents demand your attention imme
collapsing and waking up.. (Score:4, Interesting)
It's just a matter of few words on the status line(you die/you collapse), seriously, whats the difference? hyping up you to get into it?
playing a troll would really suck though, especially after getting stoned...
though maybe those wussies should just play more nethack instead. that would teach them that a mere @ sign gets much more meaningful if you can't get it back when you die.
Re:collapsing and waking up.. (Score:3, Interesting)
The problem I see with this is that if you wander into a really dangerous location you will constantly dieing(err sleeping) as you attempt to get back to a safer area, talk about fustrating.
I still think Turbine had the best system of any MMORPG with AC1. Thier when you died you lost a few of the highest cost items(number based on level) in your corpse, theses were filled in with "death items" basicly high cost items of no
Re:collapsing and waking up.. (Score:2)
"will collapse into unconsciousness and wake up in a safe place." in my head means that there is a free trip to a spawning place(that the place where you lose consciousness and the place where you wake up are a different place).
Re:collapsing and waking up.. (Score:5, Funny)
'thoses'?
Wow, I didn't know that Jar-Jar had a Slashdot account!
Re:collapsing and waking up.. (Score:2)
The whole "death item" thing was a work-around that basically broke the system. I remember when my char was too poor to have death items and having to make corpse runs in the Obsidian Hills(I think that is what it was called).
Having to sneak past all those Tuskers and Virindi half-naked made you afraid of dying!
-prator
Re:collapsing and waking up.. (Score:4, Funny)
Well it would be pretty interesting to be able to spot people who died all the time (they're the ones RUNNING AROUND WITHOUT A HEAD.)
Although one thing I thought would be cool would be sort of a karmic reincarnation scenario--where you come back as a better or worse character depending on how bad you've been, what you've done, etc.
Yeah that's the idea--if you've been pkilling too much, you come back as a troll.
Or if you didn't have a head anymore, you'd have to go to a head shop (ba-dump) to buy a new one.
Good call, same with Angband & friends. But to be honest, I never really minded dying in those for more than 5 minutes, because (a) they were free and (b) I could play them any old time on my laptop.
Um . . . Death? (Score:5, Interesting)
And by the way, Middle Earth Online developers:
What is the difference (in MMOG terms) between "death" and "collaps(ing) into unconsciousness and wak(ing) up in a safe place"?
Re:Um . . . Death? (Score:4, Insightful)
So for people who do in fact like leveling up characters in pokemon/tomigatchi sorta pet ways and take pride in the accomplishments... we kinda like the fact that bad luck won't ruin everything we've worked countless hours on.
There is way too much in these games to say death is permanent. If it was permanent
There is a certain amount of pride in not dieing a lot. I know in DAOC they have a running talley of PvP deaths.. So people see that. It really is all about pride in ownership/imaginary accomplishments.
Re:Um . . . Death? (Score:3, Insightful)
Depends on how it was done, I suppose. If death was permanent and common then it probably wouldn't be much fun. But if death was a very unusual outcome, then I'd probably play because I would expect the developer had found something more interesting for players to do than mash on the keyboard and kill hordes of imaginary Tolkien knock-offs.
If it was permanent
Re:Um . . . Death? (Score:3, Insightful)
I kinda don't like the foolish risk idea. My example of DAOC
However
Re:Um . . . Death? (Score:2)
I agree that would be the ideal situation, however, if death was permanent but uncommon, it would not be all that dissimilar to having non-permanent death.
IE: It's ra
Re:Um . . . Death? (Score:4, Interesting)
In Puzzle Pirates, there is no death to speak of, but the closest you can come is having your ship sunk. This is a fairly rare occurence, since it requires that your flag be declared "at war" with the other ship's flag - a consensual act voted on by the leaders of both parties. Most of the time battles result in simply boarding the losing ship and pillaging their goods and money.
Although losing an expensive ship is a pretty big negative, the other penalty of having a ship sunk from under you is actually one that is desired by players. When your ship is sunk, the whole crew washes up on the shore of the island they set out from. Although the characters experience no actual injury or harm, on very rare occasions some characters will have a resulting eyepatch, pegleg or a hook from injuries experienced in the sinking.
This is the only way to acquire these desirable marks of distinction, and this makes getting sunk - and warfare in general - a double-edged sword, and something that players both desire and fear at the same time. As yet I don't believe there is anyone in the game world who has any of these physical attributes. This is probably because there have so far been very few declared wars. A pending update will introduce colonization of islands, which will require warfare, so there should soon be a number of pirates walking the docks with peglegs and hooks...
Re:Um . . . Death? (Score:2)
Re:Um . . . Death? (Score:2)
Most certainly I would. You probably weren't addressing me specifically, but let's look at the MUD I played most with permadeath: Gemstone III.
In GS3, you had Deeds to your soul. If you died, you lost a Deed. At that point, you're a corpse laying on the ground. If you're resurrected, you're just out the Deed. If you decay (a corpse has a 20min timer or whatever), you lose another Deed and respawn at your home temple. If y
Re:Um . . . Death? (Score:2)
I think conditional perma death is a good idea.. In fact i like the way the GS3 handled it. (i never played it myself
Though something to be taken into account
Re:Um . . . Death? (Score:2, Funny)
Re:Um . . . Death? (Score:3, Interesting)
For a game mechanics standpoint, there is no difference. But from the roleplaying standpoint, there is. In Lord of the Rings, people couldn't be resurrected. If they could in the game, people would complain. This solution is easier to accept, from a roleplaying standpoint.
Re:Um . . . Death? (Score:2)
And why when Mario falls down a hole, he has to begin over from the first level?
Or why when PacMan gets hit by that first ghost, game over for good?
Of course not! All games for the last decade or longer (and most before that) have accepted that players make mistakes and die, and saying it will "ruin the story" if you let them continue is missing the fact that it will "ruin the fun" if you don't...
If you really want to
Re:Um . . . Death? (Score:1)
I never said that the absence of death will ruin the story. What I said was making everyone in the world of Dereth (or wherever) immortal puts a lie to the premise that the world is in danger. It takes me out of the story, and that, IMHO, is a shame.
If you really want to pretend that the story is consistent, do what the new Prince of Persia game does when you die and have the Prince say "No, that isn't how it
UO has a pretty good 'death penalty' (Score:5, Interesting)
Of more concern was that fact that the items you carried did not 'respawn' with you. They were frequently looted and you had to buy/acquire new equipment.
This was several years ago however, so the rules may have changed.
Re:UO has a pretty good 'death penalty' (Score:2)
What I
Re:UO has a pretty good 'death penalty' (Score:3, Interesting)
You almost got it right. If you chose to come back to life instantly where you had just died, (in order to hopefully retreave your items) then you lost a fairly large chunk of your skills.
But, if you chose to stay a ghost and go into town to be resurected by a cleric, or by a friend then you incurred no penalty what so ever other than the loss of your items, which if you do things quickly enough you could still manage to get back to and recover.
btw, I played UO non stop for 4 years so yes I know w
bleh (Score:4, Funny)
Also, they don't like the idea of guns. So they're going to use "lead that flies at opponent extremely quickly"
SWG and evolving death (Score:5, Interesting)
When SWG originally launched, you had to do the classic "naked run" out to your body to retrieve your items. Or you could give consent to someone to get them for you. There were bugs with bodies disappearing, so SWG was changed to eliminate the need to run out. When you were cloned, you had all your items.
The latest incarnation of SWG has you keeping your items when you clone, but they decay. Die enough and your items become useless. You can avoid the decay by buying insurance on your items beforehand.
During the period of no penalty to death, player-player combat was rampant. It really changed the experience. Kind of fun to do some dueling, but the cities became all dueling, all the time. The day item decay was introduced dueling virtually disappeared. The gaming experience is much more in line with the Star Wars experience now.
Bugs with bodies (Score:2)
Is that like the Brendelfly guy from "The Fly" remake with a transporter device?
Re:SWG and evolving death (Score:2, Informative)
Death as part of the game (Score:4, Interesting)
In EQ, death is a pain in the butt not only because it takes you out of the action and sucks your XP, it creates a whole new aspect to the game-- the corpse retrieval. In hardcore MUDs that have this (with NO rezzes), this creates panic as ALL the loot you have could be down in lvl 50 of the mines or wherever. Yeah it can suck but its a great way to have drama.
Same with perma-death. I like the idea of 10 lives, and once you lose the last one you have to 're-roll' to a less powerful char of say 1/2 your xp. The game changes from death 1 to 10 as you go from relatively brave to a coward.
I could also say the same about pvp looting. Nothing like getting ambushed and looted in a dungeon and then grabbing your buds and hunting down the poor SOB mercilessly as they try to exit the place.
Most new games that you pay $15 bucks a month for feel that such a penalty outweighs the 'investment' us suckers make. But I do think that the games are much, much less interesting as a result.
Re:Death as part of the game (Score:1)
Re:Death as part of the game (Score:2, Interesting)
The designers decided to add a "Ghost Mode" to the game so where, yeah, you had to get your corpse, but you were a ghost, and you can talk to ghost NPCs and stuff. Mobs can hurt you until you get back to your body.
I personally think this is a good idea, or at least something that enriches the experience.
There's a penalty, but you'll enjoy it.
Re:Death as part of the game (Score:1)
What you end up with is two games; A mortal game, and an immortal game. When you die, you end up in your gods plane of existance as an immortal noob.
I like that idea a lot. I would tweak it: the worlds mirror each other in such a way that that your ghost/soul could attack a living players and if you won in the ghost realm, you could take over their character (and they could try to do the same to someone else if they wanted to quickly get back in the "mortal" game). I'd put a time limit on the attemp
Death in A Tale in the Desert (Score:5, Informative)
Here's how it works: When you're not playing the game, you accumulate "offline travel time" which allows you to instantly warp places. It's as if your character had been running the whole time you were offline. This offline time is very precious, and short of logging off, the only way to get more is to ingest Speed of the Serpent.
A single dose is the equivalent of being offline for 24 hours. The only catch is that you must then drink a shot of cabbage juice at least once every 30 RL days. If you ever fail to do this (including forgetting to log in), you die. Game over, we won't bill your credit card any more
You can drink a 2nd shot of Speed of the Serpent a day later for an additional 24 hours of travel time, but then you'll have to drink cabbage juice every 29 days.
So far there have been 8 deaths.
Re:Death in A Tale in the Desert (Score:5, Funny)
"So far there have been 8 deaths."
Man, if I had to drink cabbage juice every month or die, I think I'd take the easy way out.
Re:Death in A Tale in the Desert (Score:2)
Items shouldn't come with you. (Score:1, Interesting)
Why SHOULD there be a huge death penalty? (Score:3, Interesting)
I am not one of them. I want to have fun in a game. I don't want it to be more then an inconvenience.
In Dark Age of Camelot, it was best IMHO. You died in PvE, you lost some experience (but could never de-level), and had to pay to have some constitution points restored. This cost went up as you went up in level. Also, if you went back to your death site you could 'pray' at your grave to get back half of your lost experience.
I don't want to lose items I worked hard for. I don't want to de-level. I don't want to go on a run for my corpse. I CERTAINLY do not want to die and have the servers to an rm on my character.
These games should be about fun, plain and simple. An inconvenience is needed, perhaps, but nothing more. There is a very small percentage of gamers that want perma death. For those that do, spend some time playing on a full on PvP server like Darktide in AC, or Mordred in DAoC. Most of those then would change their minds.
Re:Why SHOULD there be a huge death penalty? (Score:2)
There are a couple of ways to do this. One way is to make games more player-skill based, instead of character-skill based. This can be frustrating for people with lots of time but not much
Re:Why SHOULD there be a huge death penalty? (Score:2)
Permadeath would be largely benefitial (Score:2, Insightful)
Regarding griefers, I never experienced that problem on the permadeath mud. Players that caused proble
Re:Permadeath would be largely benefitial (Score:3, Insightful)
SWG has made players immortal but with penalties to items. Many games have in-game monitary penalties. I think it should be the other way around. Something like a family line or the like should be in place. The individual can suffer permad
A neverending question (Score:2, Insightful)
Now, your problem is that the puzzle-solvers can't tolerate being forced to redo something they've already solved. They want to hold-onto their accomplishments.
The competitors, otoh, aren't worried about that and can deal with resets, lost i
Re:A neverending question (Score:2, Interesting)
Re:A neverending question (Score:1)
Cleveland's record doesn't affect how they play any one game; it's simply an indicator of how well they play. In MMORPGs, your level affects your next fight, and that's a major difference.
But again, you just prove my point. You're more interested in preserving your accomplishments (record), while others are more interested in a fair game each time even if they lose each time
Re:A neverending question (Score:1)
In a pve game, where players aren't directly killing one another and competing, I wouldn't like to pay for a game where I monontonsly beat on monsters for 200 hours to get to level 50, then because I had to go get a soda or had to go to the bathroom or someone called me mid fight, lose it all. That's not the right solution for a game like that. In that case yes, I want to preserve my accomplis
Of course, there's the NES method... (Score:2, Funny)
Best solution to this conundrum I've seen... (Score:1)
Re:Best solution to this conundrum I've seen... (Score:2)
Re:Best solution to this conundrum I've seen... (Score:1)
how about amnesia? (Score:2)
I like this idea but.... (Score:3, Interesting)
This could even force people to group in order to get out of the prison.
Equipment you ask? Make it so you have to find some weapons to get out of the prison but once you exit it you get all your old stuff back.
Of course MMORPG's are going to suck until someone comes up with a true dynamic world, creatures, weather, cities, all of it. No more "lets go to orc camp 5 to hunt" now you have to find the orc camp. Wouldn't it be nice to stay away from one area for a long time and then come back and the city that was there is no longer there, just some ruins.
A fond memory.... (Score:4, Interesting)
Eons ago when I had a compuserve account and the world was text over a 300baud modem I would dial in to play a networked hack-like game that I wanna say was called Island of Kesmai. There were actually a bunch of similar games over the years and I'm not sure if that is the one I'm thinking of.
Anyway, you start out in this village and wander around looking at the different text characters roam about with you. This dog, represented by a . or something like that, starts bugging me. I'm bored, unable to figure out what the point of the game is, so I shoot the dog. Suddenly the sheriff kills me dead with a single arrow.
But wait...the game doesn't stop. I stare in fascination as a symbol comes over to my body. "Holy cow," I think, "They're going to rob my corpse." Then my symbol starts moving across the screen with this other one.
The two symbols walk across town into what I'm told is a church, and presto, I'm alive again, the other player having paid to get me resurrected.
"Yeah," he says, "Don't shoot the dog. The sheriff hates that."
-1, Redundant (Score:3, Insightful)
Well, I certainly hope you stop paying the fee for it when you stop playing it.
Rob
Re:-1, Redundant (Score:1)
After all, if they can get money simply for giving you the idea that you might use their service.. that's awesome.
Kind of like how the insurance agency works.. but their payouts are soemtimes better.
Perma-Death would cut down on griefing (Score:3, Interesting)
A person should not be able to look at someones profile and see what level they are. This will actually make PvP a risk. Why? Say you have 2 level 15 griefers. Lets also say that New players spawn with a basic outfit and backpack. Sure they could just go around attacking people with the basic outfit, but if there are no safe zones they wouldn't have a good place to camp. On top of that, what is to stop a level 50 wizard from throwing on some newb garb and ganking the griefers?
If a gaming company wants to take advantage of an untapped market, they should make a PvP with no rules. I'm looking foward to darkfall [darkfallonline.com] which will allow a bit more freedom.
MMO's strike me now as games that have little risk for dying, and it takes forever to get any rewards (ie they are timesinks) not to much fun to me, seems more like a chat room than a game. Obviously, there is a market for these games, but there is also a market for people who want freedom, and all the risk that comes with it.
Dragonrealms Death System (Score:2)
Things which would make death more interesting.. (Score:2, Interesting)
Instead of creating, for example, a single character.. you create a Family, with a surname. The point would be to increase your Family's fame. Each character you create has the same surname, and owns a holding. Perhaps you begin with a hovel, and can make your way up to a wizard's tower or a keep. People will say, "Oh, that's owned by the Higraf family," not "Oh, that's owned by rEdK1ller."
Certain things, like wealth would be transferr
Re:solution. (Score:2)