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| | #16 (permalink) | |
| Lead Farmer Join Date: May 2005 Location: DC
Posts: 1,976
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I also remember the WoW death mechanics being monkeyed with during relatively late beta. Sigil has more time 'til launch IIRC, but they are also trying something a bit more complicated. If it doesn't work out, there's plenty of time to reintegrate the old system and tweak it in a less radical fashion. In the meantime, it's good to see some attempts at serious innovation. The genre seems stale at the moment, and nothing I've heard of the upcoming generation of games indicates any major departures from what we've seen before. EVE notwithstanding, MMOs generaly seem to stick to established design precepts. Last edited by Havelock; 07-23-2006 at 02:02 PM.. | |
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| | #17 (permalink) | |
| no funny comment sorry Join Date: May 2003
Posts: 1,801
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example - 2 dungeons made for lv40 to 55. the avarage mobs are the same difficoulty dungeon 1 gives less exp, worse loot, but has a minor death penalty. dungeon 2 gives more exp, better loot, but has more painfull death penalty *IF* used wisely it's an interesting feature another example: you can make an high level dungeon with a normal exp, normal penalty and average loots or you can make another dungeon with "ultra assraping mobs" with godly loot, crap exp, but with a minor death penalty because you WILL die a lot in this dungeon so, on other side, you have a much easier dungeon with normal rewards, but you suffer a penalty if you are stupid enought to die on the other side, you have an ultra elite dungeon you can attempt with your best buddies. you know you will die a lot (and you will not gain expe) but you are willing to try because you know there is almost no death penalty and loot rewards are great, if you are strong enought you just need to be a bit creative (more than me i hope )Last edited by fucker; 07-23-2006 at 02:04 PM.. | |
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| | #18 (permalink) | ||
| Lord of the Dance Join Date: Apr 2002
Posts: 8,794
+166 Internets | Quote:
Unfortunately... Quote:
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| | #20 (permalink) | |
| Registered User Join Date: Sep 2002
Posts: 2,664
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| | #21 (permalink) | |
| Registered User Join Date: Aug 2002 Location: Down in the lab.
Posts: 164
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| | #23 (permalink) | |
| 100% Pure Soy Monk Join Date: Mar 2002 Location: Ft. Lauderdale, FL
Posts: 7,447
+107 Internets | Quote:
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| | #24 (permalink) | |
| Hard Rock Hallelujah Join Date: Apr 2003
Posts: 9,608
| woah all the Vanbois here defending this incredibly stupid idea. You sure you're on the right forum? This is the worst idea I've ever heared about Vanguard. This isn't just brown, this is borderline retarded Quote:
Last edited by Quineloe; 07-23-2006 at 04:33 PM.. | |
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| | #25 (permalink) | |
| Unregistered User Join Date: Mar 2005
Posts: 682
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| | #26 (permalink) |
| SOS-dan #76564674 Join Date: Sep 2002 Location: Near a big fucking castle, the UK
Posts: 7,158
| Because, given the choice between low risk/low reward and high risk/high reward in a game with xp loss or debt, people will take the former at least nine times out of ten while levelling up. |
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| | #28 (permalink) |
| Ad Hoc Join Date: Jul 2002 Location: CA
Posts: 1,215
| Because you're punishing them for failure instead of just not awarding loot. For the analogy lovers, it'd be like going to a carnival and having them clamp electrodes to my balls if I didn't throw the ball in the milk pail instead of just not giving me the prize. Then as I screamed and cursed, the carnie would chuckle "Ho ho, me boy! Suffering makes the prize sweeter!"
__________________ casual Last edited by Digo; 07-23-2006 at 04:53 PM.. |
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| | #29 (permalink) |
| Unregistered User Join Date: Mar 2005
Posts: 682
| We don't know the extent they intend to add this to the game. I took it more as a way to relax the death penalty for overland zones and allow them to make dungeons more of a dungeon and less of a roller-coaster ride. I think most of the death penalty ideas like dropping a corpse and all that is targeted towards max level and raiding where the penalty has to change because people don't fear xp loss any more. I think the only real way they can add this to the game without confusing the players is to make it a clear cut line such as: overland areas: no penalty overland POIs: very minor xp loss dungeons: minor xp loss and minor coin loss small raids and single raid mobs: dragable corpse drop that respawns after 15 minutes medium raids: dragable corpse drop that respawns after 45 minutes large raids: corpse drop that respawns after 3 hours If they create too many different scenarios it will confuse the crap out of people. Personally I think permanent loss of a corpse is too much for a typical MMO. It does depend on how easy it is to acquire top gear though. It might very well be a reasonable penalty to have people lose corpses if you can get a decent set of gear with 3-4 hours of playing. |
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| | #30 (permalink) | |
| Registered User Join Date: Aug 2002 Location: Down in the lab.
Posts: 164
| Quote:
This gives the devs another way to balance encounters. When you go into an area with higher stakes, the more reward you get for succeeding. holymight - They have stated VG will be very "loot-centric", so high end gear won't be easy to come by. Last edited by LikeWow!; 07-23-2006 at 05:13 PM.. | |
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