Permadeath

Post » Wed Jan 23, 2013 6:34 am

Ever played a rouge-like?Dying is part of the fun.



Well done you have a great vocabulary don't you!What a great disscusion.

To be frank, some ideas are so bad that they simply are not worthy of serious discussion. When someone simply puts no as a response they are basically conveying that exact idea. While I certainly respect the marketplace of ideas, personally I think permadeath fits within the topic.

Permadeath is of interest to such a small fraction of any community that devoting resources to formally implementing it is pointless. As has been pointed out, for anyone interested in permadeath, I assure you there will be a delete character button as part of game and anyone is free to permadeath their character anytime they want.
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Bereket Fekadu
 
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Post » Tue Jan 22, 2013 9:17 pm

Doing it yourself even has the benefit of being able to handle cases where you were unfairly killed by out-of-game circumstances... a lag spike, a glitch, etc.

That right there is why I'll never play an online game with permadeath enabled. The frustration of permanently losing a character to a lag spike with an isp you've intermittently had small issues with (but there's nothing better in the area) is maddening. Offline or direct connect permadeath game? I can play that. A separate server for people that want to play that way fine, but it doesn't really make sense in TESO given the Molag Bal and your soul justifying resurrection premise. If anything, the series does support permadeath without that, though.
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Shianne Donato
 
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Post » Tue Jan 22, 2013 9:53 pm

Ever played a rouge-like?Dying is part of the fun.

Well done you have a great vocabulary don't you!What a great disscusion.

Would a rouge-like be blush? Powder? None of the women I know that enjoy playing with makeup think of dying as fun, let alone dying because of their makeup. Or my personal favorite when people are looking for members for their dungeon group and they say no rouges, I ask if they'll take a lipstick or eyeliner instead. I have been sent invites to some of those groups.

I understand you're frustrated by nonconstructive conversation, but if you're going poke someone in the ribs for their vocabulary, at least do it in a post free of your own vocabulary (or vocabulary-like typographical) errors? :banana:
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Lauren Graves
 
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Post » Tue Jan 22, 2013 6:09 pm

Not really my cup of tea. I don't really think they would include it either, what with the megasever being the 'only' server.
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Dezzeh
 
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Post » Tue Jan 22, 2013 11:51 pm

"older MMOs"? The original MMOs, the oldest of the old, had harsh death penalties. Develling in EQ anyone? Having all your stuff jacked anyone? They changed it because it was unfun. I do not want to see that return. Ever. EQ2 used to have, and removed later, an experience debt penalty that was shared among everyone in the group when a member died. This was uncharacteristically unfair to the healer, who may or may not have been able to prevent said death anyways. When you add in super harsh death penalties(I don't mind exp loss and item durability damage but I draw that line at item loss and level loss) you discourage players from doing anything with each other(that jerk'll just get me killed!) and turns off players that never got the "joy" of dealing with a game that did this.

in short, NO.

Nahh, my favorite MMO is still Ultima Online and once you stepped outside of town in that game, if you were killed by another player they could loot your pack of everything including your house key if you happened to have it on you. Needless to say in UO you quickly learned to carry only what you needed, and always use top quality crafted gear because it was easy to replace and you could have a few extra sets in your bank so you can go and quickly requip and go find the SOB who just killed you and try to get your stuff back!

In UO fights would last a long time if you both had sufficient skill and potions, and it really did come down to one of you making a fatal mistake or one of you died due to sever lag.

The very first time I logged into UO I noticed two guys fighting it out in town, they were part of the Chaos vs Order struggle which allowed them to attack the opposite faction even in town. I followed these guys all over town completely fascinated at the skill and action these two veterans of the game were showing me, the battle went on and on and lasted at least 30 to 40 minutes, or more. It was not like WoW where death can be swift and meaningless all at the same time, this was a fight of skill and the looser was going to have to make a fatal mistake of some sort.

Finally one of them was victorious and I watched as he looted the items from the guys corpse, the looser standing there as a ghost unable to say anything other then "Ohoooooo Ooooo Ooooooo" ghost type speak, and the winner saying to him, "Good fight bro! I can't remember a better one, but you know the rules I got to loot ya even though you probably could have killed me just as easy."

Ultima Online was a really great game until finally the developer Origin Systems sold out to EA and they basically ruined it trying to make the game a lot less ruthless with the addition of the "carebear" world of Trammel. A duplicate world only in the new world you could not attack players outside of town and they even took collision detection out of the game. In the original UO world of Feluca you could block a player and not allow them to move by using your body and the terrain they took out player collision dection in the new world Trammel...

It was game over for me after that...it just got to boring I never had to worry about anything, all of the consequence was gone from the game and so was the enjoyment. We did try to make our own UO server after we all quit and we had a super cool world all mapped out it was glorious and we were almost going to go to beta and our lead designer got an email from EA saying, "cease and desist" so we had to scrap that project too. Up until then they had looked the other way with private server however they had started to feel the decline in subscriptions at that point so they served them all notice as well....some had been running for years.
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Daniel Lozano
 
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Post » Tue Jan 22, 2013 4:27 pm

Lol!!!

But no, seriously. I cannot think of a single MMORPG that had a permadeath server.

AoC had / still has a permadeath server. im sure there are others but that's the only one i've played with it. it's not a new concept. this topic comes up everytime an mmo is announced.
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lauraa
 
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Post » Wed Jan 23, 2013 12:13 am

Would a rouge-like be blush? Powder? None of the women I know that enjoy playing with makeup think of dying as fun, let alone dying because of their makeup. Or my personal favorite when people are looking for members for their dungeon group and they say no rouges, I ask if they'll take a lipstick or eyeliner instead. I have been sent invites to some of those groups.

I understand you're frustrated by nonconstructive conversation, but if you're going poke someone in the ribs for their vocabulary, at least do it in a post free of your own vocabulary (or vocabulary-like typographical) errors? :banana:

Last roguelike game I played kinda encouraged you to die because it altered the story.
AoC had / still has a permadeath server. im sure there are others but that's the only one i've played with it. it's not a new concept. this topic comes up everytime an mmo is announced.

I don't forsee it being a very populated server. The other game that was mentioned here I've never heard of.

I, and many others, are not a fan of working for all this crap and then just outright losing it because of a death. It's a good way to turn off your potential customer base.
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Kayla Keizer
 
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Post » Tue Jan 22, 2013 4:28 pm

Having a real perma-death option in a modern MMO would bring in way too much problems, there is the game Salem which has permadeath but that isn't build on the same fundaments as The Elder Scrolls Online is. Games like Ultima Online are -waaaaay- too harsh for the current market and customer base.

Basically, there's a lot of things which can go wrong, for example, the internet. It -can- die on you which means you lose your character due to your ISP, the game servers or a routing network between you and the game servers. Look at the problems this caused in Diablo 3.

A way it could work though is to have PvP characters next to PvE characters. The PvP characters 'can' go permadeath as they could be bumped up to max level and that way you don't have to relevel all the way to being able to PvP.

But if I'm honest: The extra time needed to develop this feature properly isn't worth it for the masses, and I agree with that thought. If you want permadeath, there's loads of persistent worlds already out there which cater to that market.
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Averielle Garcia
 
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Post » Tue Jan 22, 2013 7:01 pm

AoC, Xsyon, lots.

There's no permadeath in AoC. And who plays Xyson? Like 3 or 4 people?
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BrEezy Baby
 
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Post » Tue Jan 22, 2013 6:24 pm

There's no permadeath in AoC. And who plays Xyson? Like 3 or 4 people?

I'd just asked my bf about that since he played AoC and he said he swore there wasn't permadeath there.

Idk.
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claire ley
 
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Post » Wed Jan 23, 2013 6:41 am

When _I play Skyrim I always have permadeath in mind, because it's boring to die and load game due to a mistake. I usually roll a new character in Skyrim when that happens, xd. :)
It'll never happen in an MMO though, because it's probably easy to die in PvP or on hard quests.
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Ross Thomas
 
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Post » Wed Jan 23, 2013 6:06 am

When _I play Skyrim I always have permadeath in mind, because it's boring to die and load game due to a mistake. I usually roll a new character in Skyrim when that happens, xd. :smile:
It'll never happen in an MMO though, because it's probably easy to die in PvP or on hard quests.

Can't forget cats jumping on the keyboard, young children being pains in the tuckus, your router frying in the middle of a raid...

yeah. Had that happen once. Had to call our MT. "Erm, guys... my net just went out..."
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Trey Johnson
 
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Post » Tue Jan 22, 2013 4:13 pm

I thought one of the developers addressed this briefly in one of the interviews. We have no soul, so that explains why we would perpetuate through death. I thought I heard that we could resurrect in some fashion but there would be penalties. Maybe someone else here can confirm?

*Edit - It was the Game Informer interview that touched on the death system, but they did not state whether there would be penalties or not, although I imagine there would be.
It's always penalty for dying in MMO, UO and runescape had very hard ones, WOW is light. I do not think they will go to heavy as it would scare away many players and more than all scare people away from PvP, probably also make it harder to make teams for dungeons as many would opt out of an party who looked to weak.
Nobody complains in wow until after an wipe.
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RUby DIaz
 
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Post » Wed Jan 23, 2013 3:43 am

When _I play Skyrim I always have permadeath in mind, because it's boring to die and load game due to a mistake. I usually roll a new character in Skyrim when that happens, xd. :smile:
It'll never happen in an MMO though, because it's probably easy to die in PvP or on hard quests.

Honestly, I can applaud that kind of dedication to maintaining the sanctity of your game. However, you are like the 1% of the 1% of the 1% who would reroll a character every time they die. When ESO comes out you will still be able to do that every time you die if you so choose to. There is little need to formally devote resources to it when DELETE character is permadeath.
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Antonio Gigliotta
 
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Post » Wed Jan 23, 2013 12:36 am

Honestly, I can applaud that kind of dedication to maintaining the sanctity of your game. However, you are like the 1% of the 1% of the 1% who would reroll a character every time they die. When ESO comes out you will still be able to do that every time you die if you so choose to. There is little need to formally devote resources to it when DELETE character is permadeath.

Actually the Dead is Dead community is HUGE!
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lilmissparty
 
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Post » Wed Jan 23, 2013 4:00 am

if your alone and die thats too bad. if your in a group and there is someone that can raise the dead, you can be raised with full experience and equipment as many times as it takes for you to find someone/someplace to fully resurrect you. you can also have a spell/talisman at your residence to resurrect you there (at the loss of your equipment)
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Avril Louise
 
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Post » Tue Jan 22, 2013 5:55 pm

if your alone and die thats too bad. if your in a group and there is someone that can raise the dead, you can be raised with full experience and equipment as many times as it takes for you to find someone/someplace to fully resurrect you. you can also have a spell/talisman at your residence to resurrect you there (at the loss of your equipment)
In Skyrim you can pretty much select your own difficulty, at high level then armor caped and lots of health you are hard to kill. In pvp in an MMO you are not. you will be killed a lot, it also looks like it will be huge chaotic battles, you have no way of preventing lots of enemies to attack you at once, with ranged combat a group will concentrate on one target kill it an move to the next. Quite posible that your group will be whipped out or has to redraw pretty often and not get the option to resurect.
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Penny Courture
 
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Post » Tue Jan 22, 2013 5:42 pm

It's always penalty for dying in MMO, UO and runescape had very hard ones, WOW is light. I do not think they will go to heavy as it would scare away many players and more than all scare people away from PvP, probably also make it harder to make teams for dungeons as many would opt out of an party who looked to weak.
Nobody complains in wow until after an wipe.

And then they typically blame the healers. It's always the healers.
Actually the Dead is Dead community is HUGE!

In single player games yeah. There's been a few that have tried it in WoW(ironman challenges.. vendor whites and grey drop gear only, kill exp only, no quests, nothing.. die? reroll) but it never caught on.
if your alone and die thats too bad. if your in a group and there is someone that can raise the dead, you can be raised with full experience and equipment as many times as it takes for you to find someone/someplace to fully resurrect you. you can also have a spell/talisman at your residence to resurrect you there (at the loss of your equipment)

[1.General] Player says: WTB Rez at PST
[1.General] Player says: WTB Rez at PST
[1.General] Player says: WTB Rez at PST
[1.General] Player says: WTB Rez at PST
[1.General] Player says: WTB Rez at PST

Happened in EQ2 a lot when you'd get some of your exp debt back for accepting a player rez. I'd rather not be spammed for them. Heck even in WoW I'll see this from lazy people that don't want to run back from a graveyard 50 feet away.
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Nicole M
 
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Post » Wed Jan 23, 2013 2:35 am

I would like the option to make your charcter a hardcoe charcter who when they die they are gone forever.Your opinions?

Obviously there already is an option. Its just too bad that groups you are joining dont get a flag to show you will bail on them if you die even once.
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Facebook me
 
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Post » Wed Jan 23, 2013 5:23 am

without permadeath,pvp battles have no attrition. a battle cannot be a battle without attrition.

a battle where everyone respawns 10 seconds from the fight is a Halo zergfest. i wont play a Halo zergfest.
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adam holden
 
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Post » Wed Jan 23, 2013 1:15 am

without permadeath,pvp battles have no attrition. a battle cannot be a battle without attrition.

a battle where everyone respawns 10 seconds from the fight is a Halo zergfest. i wont play a Halo zergfest.

So you like restarting a character every time you get into a 5v1 gankfest, or when you're killed by someone in superior gear or higher level than you?

Have fun with that. This isn't Halo and not sure about you, but I've yet to see MMO pvp be a zergfest. A corpse camp gankfest yes. Graveyard rushing zergfest? Not so much. Only in PvE with world bosses.
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Invasion's
 
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Post » Wed Jan 23, 2013 12:14 am

truthfully speaking im gettimg out of my area commenting on pvp battles in an RPG. ive never played an online RPG. i have played online mmo shooters though. it couldnt be that much different when pvp fighting.

spawning too close to the battle = Halo zergfest

spawning away from the battle = battle of attrition

i would rather play the battle of attrition. not having to reengage someone i just killed 10 seconds ago.
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Nathan Hunter
 
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Post » Wed Jan 23, 2013 6:27 am

without permadeath,pvp battles have no attrition. a battle cannot be a battle without attrition.

a battle where everyone respawns 10 seconds from the fight is a Halo zergfest. i wont play a Halo zergfest.
So you like restarting a character every time you get into a 5v1 gankfest, or when you're killed by someone in superior gear or higher level than you?

Have fun with that. This isn't Halo and not sure about you, but I've yet to see MMO pvp be a zergfest. A corpse camp gankfest yes. Graveyard rushing zergfest? Not so much. Only in PvE with world bosses.
Think it's some confusion here? Obiously one solution is to not let you reenter an battle after getting killed. to have you spend 120 hours leveling up another character is not an option as in it would be an suicidal business idea.
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Chantel Hopkin
 
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Post » Wed Jan 23, 2013 1:54 am

This concept is always interesting, but in this case it isn't lore friendly. All players are essentially undead. We are cursed to never die because Molag Bal has our souls trapped in Cold Harbour.
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Sara Johanna Scenariste
 
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Post » Wed Jan 23, 2013 4:15 am

truthfully speaking im gettimg out of my area commenting on pvp battles in an RPG. ive never played an online RPG. i have played online mmo shooters though. it couldnt be that much different when pvp fighting.

spawning too close to the battle = Halo zergfest

spawning away from the battle = battle of attrition

i would rather play the battle of attrition. not having to reengage someone i just killed 10 seconds ago.

In WoW's battlegrounds your graveyards are often back in the back and can be taken by the opposite faction to allow them easier access to your territory when they die. The only one they cannot take in Alterac Valley, for example, is the one right next to your home keep. The other faction can control any and all of the others. Their advantage, not yours. They pushed into your territory.

All of their battlegrounds have the issue of "you can run back to your body" or "you can wait and the spirit healer NPC will resurrect you at the graveyard after a time". Arena also prevents you from resurrecting after you die during the match. You die, your partner's screwed until either they kill off the enemy, or die themselves.

I have a feeling though that they're not going to let you be able to just ram your head against the wall till it falls. Even when you die in World of Warcraft, if you run back to your body, you have only about half HP and mana. You're pretty easy to kill again. Zerging it is typically a bad idea unless you enjoy dying.
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Stryke Force
 
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