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LinkBack (212) | Thread Tools |
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#131 (permalink) |
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Junior Member
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Re: Death Mechanic Changes Feedback Thread
I do not like this change as it makes death more easy to deal with thus having some impact on the way groups play. I do see an impact on economy aswell, as there is no more point to soulbind gear, which will boost the second hand market in terms of flooding it.
As a not so serious feedback, that changes to the death system are made at all made me press the Cancel button of my Subscription today. The direction this is going is not mine. Still, the time left will allow to see how this works out. |
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#132 (permalink) |
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Staff
Moderator
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Re: Death Mechanic Changes Feedback Thread
A few posters are taking things way too far in this thread. Warnings have been issued. If you cannot keep it civil, we will be forced to take steps to see that this thread remains a DISCUSSION and not a flame and insult fest.
Please don't make us intervene.
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O _O..O Moderator ......V A N G U A R D .. S P H E R E S......... A n .. O f f i c i a l .. A f f i l i a t e .. F a n s i t e.... |
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#133 (permalink) |
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Junior Member
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Re: Death Mechanic Changes Feedback Thread
IMO, the penalty is fine as it is for PVE.
The penalty for PVP on the other hand, needs to be spiked big time. When the game was announced, the death penalty for PVP seemed fine because there weren't alot of bindstones. But now, the death penalty is a joke to most people. For PVP death, I would like one or more of the following: - XP lost - Temp Stats lost - loot drops Death needs to mean something or there is no challenge nor incentive. Ander, The Ancient Order, Tharridon |
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#135 (permalink) | |
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Junior Member
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Re: Death Mechanic Changes Feedback Thread
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We are all more than capable of dieing on test to check this out and give feedback. If you play on test and listen to the test channel you hear something truly amazing..... the TEST community is exactly that a community. We dont yell and scream at each other whine or cry etc etc we test and we play and we have fun. When a dev asks for something to be tested there are more people willing to go and test it than you can shake a stick at. We enjoy playing on test and many of the folks there are great at finding and reporting bugs, and helping make this a better game. So to all you folks you registered on this board just to yell and scream and trash others, the devs the system etc. please go back to live and let us do what we do test. If you seriously have issues or problems with this roll a character on test and come be part of the solution instead of adding to the problem. The bottom line it seems to me is the only real difference is you run back to recover an essence instead of a tombstone but you dont have to go back naked. The death sting is still there if you dont get your essence you lose all that exp. Whether you make the run with or without gear is really the major difference. Personally i would rather do with my gear thanks. Also to carry around a second set of gear just in case of a CR really doesnt make sense to me. So I challenge you all to either show your maturity, restraint and faith in the devs and let them work, or come to test and roll a char and help test the stuff. Please let them do what is best for the game as a whole. regards |
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#136 (permalink) |
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Junior Member
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Re: Death Mechanic Changes Feedback Thread
Rithrin, While I understand what you are saying, I both agree and disagree with it. You may not have understood what I said or perhaps why. Yet no where did I hinge my entire arguement upon one or two aspects of my post.
My posts are a collection of observations from this and many other games. It was a collection of thoughts from previous experiences, and it was a collection of what I have seen and think. Some of them based on what I have seen/experienced and some of them my own opinions. I have not hinged my arguement on any one or even three points. Again, It was a collection of thoughts and opinions. I brought together under one or two posts a few things: 1) ObservationsMy points about item loss were about the bugs that some people are getting hit with. It was not about the machanics or scripts that are current at this time. I also listed the hows that people are loosing items. The risk is not great, I agree.. I think its about right. It is a healthy ballence for most play styles. It is also something that aught to be worked on. The item loss bug that is. Not changed to another system that will, as in all aspects of game design has. Every game is hit with this. Bugs that are unexpected. Even in single player games. They have patches for games such as Oblivion, Morrowind, Unreal, Doom3 and more. This happens across the board. It is how a company and developing team deals with these unsepected, unforseen bugs is what realy matters. This applies to single and multi player games of any genre. To Recap Item Loss Right now, the only way someone will loose items is if they either 1) Choose not to retrieve their tombstone, or 2) They get hit with this item loss bug. What I was saying is that if they focus on the current bugs that are causing this, there is no reasion to loose items. The problem would be fixed.Grouping Related Issues For grouping, no, it realy is not that bad right now. I did not say it was very bad or impossible. Yet, there are those that are having problems findind them none the less. Be it they are on a low pop server, or the wrong class, or just no one on at that time to play with. There are many reasions I am sure, that these people are having problems with. I am, as I stated befor, mostly a solo person, unless someone needs help or asks to join me. I never turn them down, but untill then, I am solo.Change and illusion At times only an illusion can create something unforseen. This includes the grouping issue. Instead of making it more "solo friendly", I stated they could be working on ways to reward groups more efficiantly. I am mostly a solo player, as I have said many times. I am also a Ranger. I have found no difficulty in solo'ing anywhere in the game so far. Yet, this is an MMO, therefor there are players that want to find groups.Extream example: Looking at that last game I briefly mentioned, they had almost the same system that is on the test server right now. It got so bad after a time that no one ever went back to their tombstone to pray. Why? Becuse it did not matter one bit. That little bit of exp was no real loss at any level. Granted at one time it did make a differnce, but as the game got easer and easer, it became more solo friendly to the point they ended up dropping all raid and group content. All items and Artifacts and Raid credits can now be payed for with out ever stepping foot in a group other then to be pl'ed.fundamental simularities and differences Are the two options (live and test) simular? yes, they are, very much so. However, there is enough difference to make them unique and have people want to keep the current system. And yes, I am one of those people. They are simular, but current offers choice! This one we currently have, gives that freedom of choice, no matter your play style. Even if it is just an illusion of it, this alone can change the experience of the game, the feel if you will.Peace, Sarrene'
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The only real mistake is the one from which we learn nothing. One learns best from their mistakes, not the fear of making them.
Those who deny individual rights cannot claim to be defenders of minorities.-Ayn Rand __________________________________________________ Guild: House Andronnai of Drow | VG:SoH Custom Interface | VN Vanguard Vault: Forum |
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#137 (permalink) | |
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Member
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Re: Death Mechanic Changes Feedback Thread
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James "Elrar" Nichols |
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#139 (permalink) | |
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Junior Member
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Re: Death Mechanic Changes Feedback Thread
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#140 (permalink) | |
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Member
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Re: Death Mechanic Changes Feedback Thread
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