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| | #31 (permalink) | |
| Hard Rock Hallelujah Join Date: Apr 2003
Posts: 9,608
| Quote:
You already wipe more often learning harder encounters, or did you wipe on patchwerk as often as you did on Golemagg? That already means more penalty in itself. | |
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| | #32 (permalink) | |
| Unregistered User Join Date: Mar 2005
Posts: 682
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| | #33 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 3,364
+25 Internets | The reason its most likely a bad idea is that it just adds an extra variable in the risk vs reward balancing act. Not only do they have to factor in the difficulty of the encounter, spawn time, take into account unqantifiable factors such as location, balance it against the quality of the rewards, as well as desirability), they now have to assign a death penalty variable. In theory its a good idea, anything that gives designers more tools to work with is generally good, but until they demonstrate they can balance things even remotely effectively with existing tools, they shouldn't really be looking at having more complicated ones. |
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| | #34 (permalink) |
| Raider Nation In Exlie Join Date: Feb 2002 Location: To the left or right of you
Posts: 3,800
| I don't like this idea at all. When you die in a game you should always have the same basic penalty, not a varying penalty. I'll still state that 95% of the people who want this hardcore style of CR are going to cry about it when the game actually comes out, and the other 5% are just masochistic.
__________________ Government big enough to give you everything you want is a government big enough to take from you everything you have. -Gerald Ford |
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| | #35 (permalink) |
| Registered User Join Date: Feb 2002
Posts: 10,277
+49 Internets | A super harsh penalty at the end game just punishes the first guys in. Once spoilers become available, then everyone on the coattails doesnt eat the massive loss.
__________________ Training the citizens of Norrath from 1999-2003! |
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| | #36 (permalink) | |
| Banned Join Date: Aug 2003
Posts: 1,643
| Quote:
Let's think about this for a moment without the extremist rhetoric of "ZOMG WHY U PUNISH RAIDERS MORE FUFUFUFUFUFU!!!!" Everyone agrees with the notion that better rewards should be harder to attain, correct? That's like asking everyone here is not an idiot, right? I hope so. Now then, how do you make it harder to attain? Well, you could make it more challenging, in which case players will wipe multiple times and therefore spend longer banging their hands on the encounter. Skilled players, naturally, will spend less - while unskilled will spend more. Sounds fair. Or, you could make it so that the encounter WTFPWNs you when you fail. In this case, players who wipe will spend a long time recovering, which amounts to the same sort of time-lapse as wiping several times in a row. And again, skilled players will naturally spend less time (because they won't wipe as often), while unskilled will spend more. Sounds familiar? And there you have it - TIME is the one and only risk you can have in a MMO. No one's going to come out of the monitor and slap you each time you fuck up on a raid. The only thing that you'll lose is time - either time to redo the raid, or in the case of death penalties, time to redo the raid + time to recover from the penalties. What does this amount to? Risk vs. Reward, as Brad defines it, is simply a harsher version of Challenge vs. Reward. The two are, otherwise, basically the same. Of course, some obsessed with details will argue that failing a raid 99x is better than failing it 3x but having to spend 96x time making up for penalties, but that depends on the implementation. One of the examples given - having to recover your corpse from the belly of a great worm - is a perfect opportunity to make death penalties an adventure in and of themselves. Would you rather take a journey into the belly of the great beast to rescue your entrapped gear, or would you rather fight the great worm 2-3x more times? Making this argument a matter of design philosophy is silly. It's all a matter of implementation. EDIT: And as Faille said, this *does* give the developers a new variable to play around with. Think about WoW for a moment - what does endurance penalties on gear force you to do? Why, interact with the gold farmer community, of course (or otherwise pull what FoH does and run people through MC for gold, or alternatively get your own gold farmers and have'em at it). If the only penalty you ever received from failing a raid is having to retry the raid, your interaction with the rest of the community/game is MINIMAL and will remain MINIMAL, because retrying the raid is just retrying the raid and exists strictly within the narrow dimension of raiding. But by adding a penalty ontop of this, the developers can control the amount of interaction you have with the rest of the community/game. For example, if this is an exp penalty, then you have to go back and exp - which makes non-raiding content useful for raiders, as it was in EQ. If this was a gold penalty, then you have to go back and either hire gold farmers or interact with the economy - again, an extra variable that the devs can manipulate. Course, penalties are not necessary - you can do the same thing by requiring people to farm X gold each time they wanted to fight an encounter. But is that really positive reinforcement? Even an idiot should realize that if I had to farm X gold in order to do an encounter, and I fail that encounter, I lose X gold - which is just another way of saying if I fail an encounter, I lose X gold, except now I don't even get the option of not farming if I were super skilled. Last edited by Etadanik; 07-23-2006 at 07:06 PM.. | |
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| | #37 (permalink) | ||
| 100% Pure Soy Monk Join Date: Mar 2002 Location: Ft. Lauderdale, FL
Posts: 7,447
+107 Internets | Quote:
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| | #38 (permalink) |
| Registered User Join Date: Mar 2002
Posts: 1,436
| I like these changes... the only thing that made me hate CRs when replaying EQ1 was when you were traveling and a SG came by and 1 hit you.. or an npc that shouldnt have been kos for some reason was... |
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| | #39 (permalink) | |
| FoH Member with a rod in his pants Join Date: Jan 2002 Location: Forest, MS
Posts: 259
+1 Internets | Quote:
So were #1 guild on the server heading to the last mob of the game/expansion and its some huge ass Dune type worm. In the first encounter we have no idea what to expect...we of course wipe out hardcore. Everyone now gets to run around naked until we can kill the thing. Hello, how the hell would we kill it naked if we couldn't do it with all the uber loot we spent months leveling/farming for? Not gonna play any game that eats my corpse and everything on it.
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| | #40 (permalink) |
| Banned Join Date: Nov 2003 Location: n/a
Posts: 1,607
+1 Internets | Does sound like a weakening of the death penalty to an extent, but at the expense of loot. So basically the more casual player won't get penalized alot exp-wise, assuming he is the one foregoing the harder stuff due to lack of time issues, but does get penalized in equipment gained, since only crap will probably drop. I just can't see the casual player buying this. Personally I always hated death penalties in games. All they do is discourage people from trying things and frustrates. Make the content itself challenging. I also never liked the term "risk vs reward." That is saying "you want the loot expect to pay" as opposed to "you want the loot meet the challenge." Stop listening to the hardcores if you want to create a fun game. Hardcores want their balls crushed, the harder the better. The average person just wants to have fun. |
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| | #42 (permalink) | |
| Banned Join Date: Aug 2003
Posts: 1,643
| Quote:
And I most definitely agree with encouraging boldness and discouraging cowardice. People like Itzena said earlier that people gravitate towards the lowest common denominator of advancement and that's absolutely correct - a developer should not reward such actions, however, because a game where cretins reign is a game not worth playing. Of course, this says nothing about Vanguard's system, but I sincerely disagree with the notion that developers should not try to produce a sense of dread and risk within the player. | |
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| | #43 (permalink) | |
| Banned Join Date: Jan 2002
Posts: 2,027
| Quote:
If appropriately used as another metric in equations of RvR even this one (which would make me leery too) could be fit in appropriately. Even better it would encourage different "tiers" of people together - wimpy content for the wimps, middle of the ground content for the middle ground people, and balls to the wall hardcore for the maniacs... with better gear available to each. | |
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| | #44 (permalink) | |||
| Registered User Join Date: Dec 2004 Location: North Attleboro, MA
Posts: 5
| Quote:
Quote:
Last edited by gromitt; 07-23-2006 at 08:46 PM.. | |||
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| | #45 (permalink) | |
| Banned Join Date: Nov 2003 Location: n/a
Posts: 1,607
+1 Internets | Quote:
NEXT generation doesn't mean recycling OLD ideas. I want to get away from the same old same old, just with new faces type of games. I don't want dread and risk as defined as "waste more time." Games need to get away from this concept. WOW was a start, let's get the real next generation after this. | |
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