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LinkBack (212) | Thread Tools |
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#111 (permalink) |
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Senior Member
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Re: Death Mechanic Changes – Feedback Thread
I don't care for the idea of keeping my things on death.
I will test,(no real choice) but if I may, keep this new feature out of the next update to live til we've had a few patches worth of testing to see how it effects player behavior. Also. If your gonna lower the experience LOSS on death, you may want to increase the experience HELD on the Essence when a player dies to increase the need to get the thing back, and remove the ability to summon them from alters.. I'm thinking if you see a red bar equal to half your current level, then you will feel a certain need to go find that essence, and get it back, much greater than if you say lost 1 tick... |
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#112 (permalink) | |
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Junior Member
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Re: Death Mechanic Changes – Feedback Thread
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But it's no fun on test with people shooting down every change that makes the games easier in one regard or another. Most people posting here don't even play on test or have contributed anything to VG. Test server is like a childrens day care center. They should never have alloud Vanboys on test. People are talking about what they want on test and crying whining every fucking time when Vanguard changes something or suggests something. I'm sorry if I'm offending people here but people on test are a bunch of whiny little babies. The game needs more people, and making it easier on some would help that accomplish, but no, you prefer to start pouting and crying cause YOU want what's good for YOU, and that's what matters to you, not how many people will play not what other people are experiencing, you are completely oblivious to that because every fucking suggestion on test gets shot down. I'm sorry it's pathetic that Vanboys cry over anything and everything and use the "hardcore" banner instead of contributing something on test. It's just a game where people should have fun and changes to make it fun get shot down cause people react like mentals on any change. Lol, you don't even know the rate of change in XP, or how it influences the game, you haven't even tried it, hell, most don't even play on test, and people are crying already and threathening to go to EQ2 and to disband their guild in this thread, lol. Like this post: Seriously, stfu, the game doesn't evolve around you and what you like, and that's not what test is about. Last edited by Farseeker : 03-31-2007 at 12:38 PM. |
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#113 (permalink) | |
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Junior Member
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Re: Death Mechanic Changes – Feedback Thread
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My question is this: Do i read it wrong when after this change you can't summon back your essence and therefor have two choices? 1) get back essence for xp 2) let essence rot away and continue playing? Because as i read it you can't summon your essence at an altar. |
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#114 (permalink) |
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Junior Member
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Re: Death Mechanic Changes – Feedback Thread
I also just registered to post a reply to this thread.
IMO, the proposed changes make the game more like WoW or EQ2, this is not what I wanted. Just the fact that sigil is even considering a change like this has got me so discouraged, I have not logged on today,do not fell like logging on, and am serching for another place to play a game that is not the same as WoW or EQ2. I know the request was for feedback, but I would like to know the possibility of something like this going live. I have no intention of paying money for a game that has so fundimentaly changed from 'the vision' I to which I subscribed. If this is going to happen, I feel as if I am just wasting time in a game I will not continue to play. |
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#115 (permalink) | |
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Senior Member
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Re: Death Mechanic Changes – Feedback Thread
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__________________
Integrity is the algorithm of the soul.-Robert Brian Hursh Ingame: Erricc and Kliggen |
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#116 (permalink) |
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Junior Member
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Re: Death Mechanic Changes – Feedback Thread
I really see no need to change the way death works. By getting rid of corpse runs you add nothing to the game. By making death totally trivial nothing is gained. I can't understand why they want to change it, it's not like death is a huge issue now, it's just risky enough to be fun without being soul crushing. I really hope they reconsider this, I don't want the game to be dumbed down.
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#117 (permalink) | |
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Junior Member
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Re: Death Mechanic Changes – Feedback Thread
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Simple solution, go back to the way Death was in Beta 1 and Beta 2. It was simple. You die, you do a corpse run. Nothing confusing about that. if there is no pain for failure, there is no fear of death. Remember when you changed death in Beta, and most of us used sucide for fast transport? Whatever happened to risk vs reward? Struggling against the game enviroment? If I wanted a easy game, I would play WOW or EQ2. After all they have few bugs, and are very polished. Worried about subs? Instead of bringing more easy fast mode experience, instant travel, no challenging dungeon content, sorry, most content is a cakewalk and now no death penalty. Fix the bugs, add high level content, make the content challenging, where players may have to actually try a dozen times to reach a boss mob and maybe, just maybe beat it. Like I said, there already exist easy games out there, if you go down the same path, what are really adding? Nothing .... This is not acceptable! I quit EQ2 when they nerfed death. I will quit Vanguard if you nerf death any more I am starting to feel the 14-months in beta, testing for you was a complete waste of time. |
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#118 (permalink) |
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Senior Member
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Re: Death Mechanic Changes – Feedback Thread
It looks to me from Elrar's post that they're trying to eliminate a customer service nightmare, nothing more. Surely that's understandable.
Think about it, folks. You're never going to have to lose your gear anyway. If the old system stays, you can always summon your tomb to an altar and get your gear back. So given that: If the xp loss from letting your essence decay is about equivalent to the loss you take from summoning your tomb to an altar, nothing has really changed, has it? The risk vs. reward decision shifts from fighting your way to your tomb (which, if you fail, can be summoned to an altar) to fighting your way to your essence (which, if you fail, rots). Either way, you get your gear. Either way, if you fail, you lose xp (the same amount? we don't know yet). I don't see a difference. People in big powerful guilds weren't going to take that loss anyway. People who solo or who don't have a lot of friends were going to take that loss anyway. People on Test will probably have to take the loss, like we do anyway. What's changed? The predictions of doom for Vanguard are way premature. You haven't even seen the new system in action and you're declaring the death of the game; come on! The casual vs. raider animosity is always looking for an excuse to get expressed, and it's certainly coming out in style here. Please get real. Let the dedicated Test community get down to the business of testing this change and see if it really has much impact on game play. And if it eliminates a customer service nightmare for the devs, so much the better. |
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#119 (permalink) | |
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Junior Member
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Re: Death Mechanic Changes – Feedback Thread
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If anything, i'd like to see the system tweaked the other way and add a 5-10min delay to current altar summons. |
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#120 (permalink) | |
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Senior Member
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Re: Death Mechanic Changes – Feedback Thread
Sarrene, I consider you the main representative of the side against this as you have a well-written post and most people say they agree with what you are saying. However, I'd like to point out where this whole argument falls apart. You're main reasons against this are:
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Suiciding out of a dungeon? You already can! In the current system, you die, return to altar, summon your corpse, and head on out with XP loss (Note there is no "lost items" as they get summoned back with the corpse)! With the proposed system, you die, return to altar, and head on out with XP loss! All this new system would do is cut out the summoning your corpse step. There will be less groups because there won't be risk or fear of "lost items"? There's no fear of losing your items currectly as I've already stated and its not that bad trying to find a group. There just simply isn't this loss of risk that everyone keeps talking about as the systems are pretty fundamentally the same.
__________________
My Sig Image: Hath rid itself of these mortal coils. |
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