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#1 (permalink) |
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Member
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An Idea about making Corpse runs a bit easier.
I have played most of the mainstream MMORPGS. I have seen several different things done when you die and end up having to do a corpse run.
I don't know how they will handel it in VGSOH. What I would kinda like to see is a beacon on the compass map like in guild wars. When you do get back to your corpse It would be nice to have a grave marker like there is in DAOC and you have to pray at it to get your gear back and a part of your lost exp. back. Just some ideas I had . does anyone agree with this? |
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#4 (permalink) |
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Junior Member
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Vanguard is going for a scaling death penelty. Harder mobs will give better rewards but also harsher penelties. The exact details aren't finalized yet but the idea is aginst the easiest mobs you won't have any CR at all, maybe only lose some coin. Harder mobs would risk some exp loss but no CR, harder yet would be a exp loss and a CR but the body would pop out to the entrance like EQ1's grave yards. Harder yet and the corpse stays put. In extreem/rare cases you might not be able to drag/summon/move your corpse and you'll have to go pry it from the claws of that dragon that just killed you. Brad even mentioned the idea of adding a giant worm that would swallow the corpses and have to be killed to get back the bodies. Corpses will never rot though so you might have to wait for some other raid to kill that worm for ya.
They also mentioned previously to the above idea that you'd some regain exp for returning to your corpse. Not sure how that would work if there was no corpse. The idea was to give you incentive to go back and get nakid bodies so maybe if you don't have a CR the exp loss is smaller. They do in fact have compas markers for your corpse, they even have a "silvery cord" system that draws a cord between you and your body but last I heard they aren't using that, they only have the compas marker. |
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#5 (permalink) | |
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Junior Member
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Quote:
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#6 (permalink) |
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Junior Member
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I cant agree more. I am coming from WoW and the corpse runs in the corpse runing in that game an be quite tedoius. For example you would die at one end of a huge zone, and sometimes the graveyard would be at the complete other side of the zone, and the walks coul be 5 minutes +. I really liked the guildwars death system and I hope that sigil incorperates a death system similiar to that of guildwars.
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#8 (permalink) |
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Junior Member
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As has been stated above when you die they plan on gaving an adbeturer journal which will keep track of allyour corpses and will have a silvery cord that will direct you to your corpse.
Also keep in mind whaich has been touched on above they plan on implementing a dynamioc detah penalty. What that means is the detah penalty will change depending on what mob you are fighting. High threat mobs will not only be stronber but they will give a better chance at loot wuth a bigger death penalty. While low threat mobs will drop on average lower loot with a smaller death penalty. The idea is risk vs reward which is oen the core ocnepts of this games design. They want you to have risk more to get more. Some mobs will have no coprse runs, some will have eq like corpse runs and a few special mobs will eat your coprse and you can't get it back until themob is killed. The high threat mobs will be uincluded in all areas of play in raid dungeons, single group dungeons and solo/casual dungeons as the plan is that the best loot will drop from al playstles but to get that best loot you have to risk more and fighte rmore difficult mobs. |
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#9 (permalink) |
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Junior Member
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The only MMO I have really gotten into yet was EQ2. As I'm sure you know they dont have any CR, but I'm looking forward to a more intricate MMO. EQ2 was great, but it got kinda crazy when my raid could get wiped 10 times or more and still end up defeating the Black Queen (for instance). I am looking forward to see how the CR will work and figuring out how to get em back... Sounds like a lot of fun... maybe some tedium and anoyance as well, but hey thats life and a good MMO should come close to that.
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