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| | #1 (permalink) | ||
| Registered User Join Date: Mar 2005
Posts: 397
| Vanguard to change the death penalty I'm surprised there aren't threads about this. Brad is writing/defending on the forums some significant changes to the death penalty. In short: no more CR "by default". The monsters now have a "threat level" separated from the base level. This will follow a risk Vs reward mechanic. High threat: the moster is stronger (higher HPS, more skills, better AI, etc..), but it drops better loot. While if you die you'll have to suffer harsher death penalties. Low threat: the monster is weaker, soloable, poor loot, mild death penalty. So basically the game won't have just one standard death penalty applied to all the cases, but different "cases" that will be determined by the threat level of the monster. About these cases: Quote:
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1- You don't make significant changes so late in beta. This belongs to the very beginning of the design phase. 2- My opinion is that "Risk Vs Reward" has never been a really fun mechanic to use because it encourage players to aim lower instead of higher (the game punishes experimentation). 3- Linked to the previous point. The players will tend to "game" the system. Instead of supporting different playstyles most of the "harder" content will be simply ignored and people will just grind their way up (to boredom). Challenge not imposed isn't a challenge. | ||
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| | #3 (permalink) | ||||
| Registered User Join Date: Nov 2004 Location: Earth
Posts: 1,284
| Sounds fine to me : Quote:
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I would think people who aim to be the best are going to go for the best rewards. Quote:
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Last edited by Laerazi; 07-23-2006 at 12:21 PM.. | ||||
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| | #4 (permalink) |
| Lord of the Dance Join Date: Apr 2002
Posts: 8,704
+165 Internets | Death penalties unique to encounters can be a fun gimic if done right, however given Brad's history they'll probably end up being more frustrating then fun. Personally I think they're more in an alpha stage then anything resembling a real beta. At least they're beginning to realize people don't want to spend 20 minutes doing CR if they die while linkdead or afk to some roaming green mob. Risk vs. Reward has -always- been a stupid idea. I cringe on the inside whenever I see it uttered. If anything, it should be 'challenge vs. reward.' |
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| | #6 (permalink) | |
| Registered User Join Date: Feb 2002
Posts: 10,249
+49 Internets | Brad probably realized that WoW has harsh penalties for raiders and felt it was a good mechanic afterall. However... Quote:
That mechanic right there would make me quit the game if our entire raid wiped and all our best shit got gulped.
__________________ Training the citizens of Norrath from 1999-2003! | |
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| | #8 (permalink) | |||
| Registered User Join Date: Mar 2005
Posts: 397
| Quote:
Quote:
The goal behind these changes was about promoting different playstyles. Or, as Brad says: Quote:
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| | #9 (permalink) |
| Brained. Join Date: Jan 2004 Location: Salzburg
Posts: 1,796
| The game is more than playable, it's fun. Without going into detail, the first few hours spent in game reminded me of my first foray into the Qeynos Hills with my rusty short sword. Only the game world is (huge). All of which is mentioned someplace on the (non-beta) forums over at VSOH.
__________________ Angry Amadeus Burn in hell, Salieri |
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| | #11 (permalink) | |
| Registered User Join Date: Jul 2005 Location: Dallas, TX
Posts: 1,573
| Quote:
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| | #12 (permalink) | |
| Brained. Join Date: Jan 2004 Location: Salzburg
Posts: 1,796
| Quote:
Do you take me for a cad? *wink*
__________________ Angry Amadeus Burn in hell, Salieri | |
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| | #13 (permalink) |
| Registered User Join Date: Aug 2002 Location: Down in the lab.
Posts: 164
| Beta 3 is to begin before the end of the month, or Brad will explain why. Say we're crawling through a dungeon; trash at top, nasty shit below. In EQ the death penalty is mostly linear. You always lose a static amount of exp, have to recover your corpse, but you go through more effort to CR the deeper you are. With VG’s new system, the penalty jumps from cash/recoverable exp loss at shallow levels, to a fully fledged corpse run to the bottom of the dungeon with no chance of recovering exp. From the looks of it, risk increases at a faster rate than in a crawl in EQ. |
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| | #15 (permalink) |
| limb by limb Join Date: Oct 2003
Posts: 1,186
| The concept is quite interesting. Id be happy to test out such a system actually. Some of the extreme examples he gives are clearly over the top but Im sure will be adjusted accoringly. This is probable the best thing Ive read about Vanguard in months. |
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