Quote:
Originally posted by Tuco If you were to implement it into a good game, you'd end up with a crummy game full of pussies too afraid to be dangerous, to avoid dancing. |
Jesus Christ. If not being able to play for a day actually makes you more fearful than losing your corpse, you have bigger problems than death penalties. I know for many of you not being able to play Everquest for 24 hours would be enough to send you into a catatonic state, but I bet 90% of people if told they couldn't play for a day wouldn't think much of it, and they would go do something else for a while. Think of it as having turns in a game. When you die your turn is over for the day.
The reason I like this idea is because one of the biggest problems concerning gameplay in MMORPGs as of late has been the emphasis on cat-assing. People play for hours and hours without much thought for what they're doing, and they stay on all day so that their guilds can throw themselves at an encounter until they finally pass it. Same thing in RvR, people die and they're back out in the field in ten minutes. This is some very generic gameplay. I want to see a return to the value of quality of play and not quantity. I want to see people give their best when they're playing and try their damndest not to get killed, not this "oh well, if I die I'll be back in a few minutes."
Think of the early raids with Fear and Vox etc. They were planned out raids filled with trepidation because of the consequences. They weren't things that you tried every day. They weren't like, "ok, today we're going to try Vox three times, and tomorrow we're going to try to crack Fear 4 times." There is a sad lack of consequences in MMORPGs these days.