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Old 03-31-2007, 05:12 PM   #151 (permalink)
Odball-1
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Re: Death Mechanic Changes – Feedback Thread

Can't say anymore than has been, but I will anyways.

Death needs to hurt. It keeps the idiots from the mid levels, and the morons from the high levels, well most of them.

I'm not a fan of actively keeping peoples down, but a system that keeps them down due to their own stupidity, and lack of education is ok.

How should death hurt you?
Obligatory list of other games death penalties not needed.

Either the way it was, or severely increase the amount of EXP stored on those Essences as to make it imperative for the player to recover the thing, or no one will bother to do so.

My preference would be current exp amount to level... That means you basically have to gain enough experience to level once to get out of debt, unless you recover the Ess.

But as others have said, what do you do to people at 50 to make it not worth doing stupid things?

Stat Debuffs.

Sure you have your gear, and have to gain a FT of experience, but your missing part of your soul.. Your effective stats should be cut in half.... and the debuff should last as long as you have at least 1 Ess.

EDIT:

Is any Devs looking into why we can't get into Test?

A word on that would be nice..
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Old 03-31-2007, 05:32 PM   #152 (permalink)
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Re: Death Mechanic Changes – Feedback Thread

The implications for the associated game factors need to be thought of before making a change in a fundamental system like this.

What will happen to binding equipment? Will there be a reason to bind if this happens? Will that lead to an even bigger flood of gear on the exchanges? How will item decay be affected? And so on. Little ripples can have big effects.

And the big one for any change in a fundamental system- how will Vanguard stay unique compared to all the other slicker MMORPGs out there that do the same ol' same ol' better? What is the core fanbase looking for?
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Old 03-31-2007, 05:49 PM   #153 (permalink)
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Re: Death Mechanic Changes – Feedback Thread

I registered here to say: Please, no changes on the corpse run. Everything is ok just like it is.
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Old 03-31-2007, 06:07 PM   #154 (permalink)
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Re: Death Mechanic Changes – Feedback Thread

I thought Brad and a bunch of other devs were fans of the naked corpse run?

When you change this you in-directly lower the strive to become a more tactical player. I think we are all used to running to our tombstone by now. Running to my "essence"? That just sounds carebearish. And what will happen to the /shout "Paying 1g for CR help pst!"? lol I made alot of money and friends helping people get their corpse in EQ1.


There are some systems that just work and will always work because they've worked for a long time. This is one of those systems.



dieing+xp loss=Playing smarter.


We used to lose about 8% if we summoned now it's only about 5-6%. I liked getting wiped in Lyceum and hearing my whole group get fired up and say NO ONE SUMMON!

Once I heard that it meant we were going back in and and this time with an attitude to get that SoB mob that wiped us.


PLEASE DON'T CHANGE THE DEATH MECHANICS, IT DOESN'T MAKE SENSE TO FIX IT IF IT ISN'T BROKEN.
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Old 03-31-2007, 06:23 PM   #155 (permalink)
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Re: Death Mechanic Changes – Feedback Thread

Another reason not to introduce this change on the live servers is the possiblity of ports. If you have a rezzer in your group you can simply port back to a city by dying on a mob, recalling, then sell stuff, solve quests, etc. then get a rez and back you are again with a low XP loss. Is this what you mean by saying "to fear death?".

I am really against this change and would like to ask you to set priorities to fix current gameplay bugs.

Please leave the death system alone. The community will thank you!
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Old 03-31-2007, 06:24 PM   #156 (permalink)
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Re: Death Mechanic Changes – Feedback Thread

Quote:
Originally Posted by Farseeker View Post
No, not every player has the same "chance" as anyone else.
A lot have JOBS..you know..the thing that brings money on the table..who can't spend hours online to get their corpse AND xp AND lfg AND be guild AND make friends AND etc in 10 hours time per week.

The rate of SOLO XP is SO SO LOW atm that getting killed just once and not being able to get your corpse back will set you back a good hour or two at lvl 20.

If Sigil wants to make this a hardcore only game, FINE, go ahead, with your 2k people that can afford to sit in front of their computer for 24/7.

Atm the penalty that people who solo get is way harder than anyone who groups get, and those are the people whining that some other less fortunate, not able to sit on their bum for 24/7, would get a break.

Are you sure we are playing the same game. Soloing in Vanguard is easy. You should of been here in early beta.

Hardcore has nothing to do with time. Many of us Hardcore folks are older. I am 60-years old, I own 5-companies, and no I don't play 10-hours a days, even if I had the time.

Gasp, an hour or two set back at L-20. You know the only thing of value a person has to lose in these games is time. Its about risk vs reward... its about winners and yes...losers..... Its about challenge. Get a backbone, suck it up and learn to play the game..... die and learn or die again......

Oh... the game is 20% solo 60% group and 20% raid, at least that is what it was billed and now it seems a tad heavy on solo.... Like I sai are we playing the same game?
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Old 03-31-2007, 06:27 PM   #157 (permalink)
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Re: Death Mechanic Changes – Feedback Thread

Quote:
Originally Posted by Morreion
The implications for the associated game factors need to be thought of before making a change in a fundamental system like this.
Definately! I'm sure a lot of this has been taken into consideration, but sometimes, we can be too close to something to see the obvious!

Quote:
What will happen to binding equipment? Will there be a reason to bind if this happens? Will that lead to an even bigger flood of gear on the exchanges? How will item decay be affected? And so on. Little ripples can have big effects.
Good questions!

Quote:
And the big one for any change in a fundamental system- how will Vanguard stay unique compared to all the other slicker MMORPGs out there that do the same ol' same ol' better? What is the core fanbase looking for?
What I'm hearing thru commonality is the desire for death to mean something! Make it hurt and don't take away penalties and CR's!! Don't raise exp levels to make it hurt less. Make us work for something and continue to make our characters have to become more adapte to the world and not the world to us!

I know what headaches there for the CS folks!! I'm not sure why this is causing so many programming issues for them, but then, I'm not a programmer.

I hate bringing up comparisons, but in Norrath, we died, didn't have our stuff and had to go find it. We didn't just have it! And, in the latter days, if something happened (for instance, folks would have to leave town and the timers go off and they'd lose their stuff) that they just couldn't get back to the corpse, they had a "holding tank" for you to go to. Mysitcal land of spirits, kinda, that was available 7 days after death. GMs could check to make sure items were on corpses, too! (No, I didn't like the summoner in the guild hall, but it did keep us from 8-hour CRs! We only used it as a last resort!!)

Now, again, about the timer: It depends on how you view time. By ingame, on toon, off toon, real time, any time...what I said earlier! There are a lot of possibilities there that will fit into an equation or corpse decay!

I'm not opposed to tweeks, by any means, and if it's a case of, "It just don't flat work this way!", then...ok. Let's take a look at it and see what's up! But I think what people are afraid of here is the SoE mentality of starting a game and then saying, "JUST KIDDING!! We really wanted to do it this way!"

I still say everyone needs to be testing this out and seeing why it will or won't work, tho, barring the emotional ties and nay-sayers that are so predominant. Make constructive suggestions, like they are asking (and some of you are doing, thank you!!! ), and ignore the ones posting just to cause issues! That isn't needed at all!
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Old 03-31-2007, 07:02 PM   #158 (permalink)
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Re: Death Mechanic Changes – Feedback Thread

I just joined this forum to give my opinion on this thorny subject. In my idea, changing the death penality is the worst thing Sigil could do. As some other people said, it has happened on EQ2, and it kinda killed the game, it killed a part of the fun, and opened a new door for simplicity, that the devs enjoyed to take, to make the game easier and easier.

I'm not an hardcore gamer and die quite a lot, but I like the system as it is now, I don't want to stop asking myself:"do I go and get this corpse, do I accept the penality and call it back, or do I try to find a way and get it back?" I personally really like the trill of going inside a deep dungeon and getting scared that the healer die and no one can rez him.

It's part of the game, and I think that everyone was well aware that it was going to stay like that when we started to play, so we kinda learned how to deal with that. Now, you're telling us that it's going to change? More than killing a part of the fun, you're scaring me that the game I love will take the same way EQ2 took a while ago...
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Old 03-31-2007, 07:02 PM   #159 (permalink)
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Re: Death Mechanic Changes – Feedback Thread

Going to be funny if this goes live.

A rez will be the new summon.

Die to mob
Release to altar
Recall to town
Do stuff (sell loot that traveled with you, train, etc.)
Get rezzed back to where ever you were.

Traveling with a rezzer means you can get back to anywhere, from anywhere.

Cleric == portable recall beacon.
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Old 03-31-2007, 07:25 PM   #160 (permalink)
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Re: Death Mechanic Changes – Feedback Thread

I've been playing about 6 weeks.
I wasn't here for Beta.
I don't know how the game was pitched.

I don't care.
I bought because it was supposed to be a challenge, has Player Housing (that decays, unlike SWG), Player Boats, and I (basically) don't ever leave Tombstones...because I'm a Crafter.

If this goes live, I believe I'm done. Forever.
Bind on Equip sucks, and would be reason enough for me to go...however...

Having *NO* reason to soulbind means I'll essentially never sell another thing. I'll be competing with everything I sold last week, and the week before, and the week before that...as well as competing with every single crafted item produced since this change goes live.
Not to mention having to compete with the friggin' firestorm of dropped gear I already have to compete with.

Nope. That would be UTTERLY game-breaking to me, and I'll take my money elsewhere in that case...

Which, I'm sad to say, would most likely be "back to WoW" at this point.

Yeah, this change would be that bad.
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