Permadeath

Post » Wed Jan 23, 2013 1:04 am

I would like the option to make your charcter a hardcoe charcter who when they die they are gone forever.Your opinions?
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Sista Sila
 
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Post » Wed Jan 23, 2013 3:45 am

Well, you probably have the option of starting a new character when you die... but obviously it should be a choice. I wouldn't want to lose a character permanently.

That said, I would be in favour of very heavy death penalties like full inventory and experience loss. But permadeath is more than that: it's the loss of your identity.
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Blessed DIVA
 
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Post » Tue Jan 22, 2013 10:12 pm

i dont think they will bother adding any permadeath mechanic to the game. as umpteen said you can just start a new character.
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Jonathan Montero
 
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Post » Tue Jan 22, 2013 11:04 pm

Well, you probably have the option of starting a new character when you die... but obviously it should be a choice. I wouldn't want to lose a character permanently.

That said, I would be in favour of very heavy death penalties like full loot and experience loss. But permadeath is more than that: it's the loss of your identity.

How about 4 diffrent types of charcters like Terraria softcoe=no death penalties expect for going back a graveyard or what ever happens when die.Mediumcore=You get ressurection sickness if they have a wow death system and if they dont you get a debuff of some sort like a minus to xp gain.hardcoe=you lose all your gear and get a debuff.Permadeath=You lose your chacter.
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Jennifer Rose
 
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Post » Tue Jan 22, 2013 11:06 pm

Delete your own character on death, or simply give me access to your account and I will happily delete your character for you when you screw up.
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christelle047
 
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Post » Tue Jan 22, 2013 7:03 pm

I don't think it would be fun since mmorpg's are usually very grindy, but i'm all for permadeath games too.
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Harry-James Payne
 
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Post » Wed Jan 23, 2013 5:53 am

Delete your own character on death, or simply give me access to your account and I will happily delete your character for you when you screw up.

I know that is the easiest thing to do and I would prefer my softcoe-permadeath options idea.
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Crystal Clear
 
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Post » Wed Jan 23, 2013 2:01 am

One way to do this would be to make the players corpse lootable upon death. There would be items you could have "insured" and they would not be to be looted. Ultima Online had that feature, when you died you would appear beside your corpse as a ghost. If another player was with you and they could resurect they could bring you back to life, however if you were alone you had to make your way to a shrine to get res'ed. Also if you happened to have your house key on you the player who killed you could loot it and then use the key to gate to your house and loot anything in it that was not locked down.

Monsters could also loot your corpse when you died so when you did make it back to your corpse it was a good idea to kill everything in the area to see if they had any of your stuff. The ghost could not speak as a ghost, anything they typed in for speech would come on the screen as ghostly sounds like Ohhooooo Oooooo etc. If any player in the area had trained in the skill spirit speak they would be able to talk to you when you are a ghost.

So the death penalty was very stiff in UO.
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Jonathan Braz
 
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Post » Tue Jan 22, 2013 5:37 pm

One way to do this would be to make the players corpse lootable upon death. There would be items you could have "insured" and they would not be to be looted. Ultima Online had that feature, when you died you would appear beside your corpse as a ghost. If another player was with you and they could resurect they could bring you back to life, however if you were alone you had to make your way to a shrine to get res'ed. Also if you happened to have your house key on you the player who killed you could loot it and then use the key to gate to your house and loot anything in it that was not locked down.

So the death penalty was very stiff in UO.

That could be good but did you have to pay to get your items insured if so good and could you insure your house key?
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stephanie eastwood
 
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Post » Tue Jan 22, 2013 4:40 pm

That could be good but did you have to pay to get your items insured if so good and could you insure your house key?

House key was not insurable and the items in UO that you could keep were free to keep and it was only a few very essential items like your spellbook, and your runebook. You used runes to mark a destination on them and then you could gate to that location by casting teleport or gate on the rune.

You could however aquire black dye and when you used such dye on things like boots or gloves they would blend in with the background of your pack and sometimes a player would fail to notice those items and they would still be on your corpse when you got back to it. Black dye was quite rare though and once you got it you kept if forever.
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darnell waddington
 
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Post » Tue Jan 22, 2013 6:36 pm

House key was not insurable and the items in UO that you could keep were free to keep and it was only a few very essential items like your spellbook, and your runebook. You used runes to mark a destination on them and then you could gate to that location by casting teleport or gate on the rune.

Ok thanks I never played UO.
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Victoria Vasileva
 
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Post » Tue Jan 22, 2013 3:58 pm

Permadeath has never just been an "option." It's a feature that was built into old school sandbox MMOPRGs for very specific reasons. One example of this would be Star Wars Galaxies, where Jedi Pre-CU were the alpha class (a full template Jedi Master could take on forty players and not get touched). This was also not a class that one could start from the beginning, as players would have to unlock their force sensitivity over at least nine months of grinding. Considering how overpowered Jedi was in comparison to the other classes, permadeath was a necessity to prevent Jedi from exploiting the rest of the population and to keep their population in check. How and why exactly would permadeath work in this game? We also already have the explanation that Molag Bal has taken our souls, so we technically can't die until we reclaim them.
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Luis Reyma
 
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Post » Tue Jan 22, 2013 10:47 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.
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Etta Hargrave
 
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Post » Wed Jan 23, 2013 4:38 am

Permadeath has never just been an "option." It's a feature that was built into old school sandbox MMOPRGs for very specific reasons. One example of this would be Star Wars Galaxies, where Jedi Pre-CU were the alpha class (a full template Jedi Master could take on forty players and not get touched). This was also not a class that one could start from the beginning, as players would have to unlock their force sensitivity over at least nine months of grinding. Considering how overpowered Jedi was in comparison to the other classes, permadeath was a necessity to prevent Jedi from exploiting the rest of the population and to keep their population in check. How and why exactly would permadeath work in this game? We also already have the explanation that Molag Bal has taken our souls, so we technically can't die until we reclaim them.

Is it bad I had completely forgotten the Molag Bal was in the main story?I didn't know he had taken our soul either but I think it would just be good for Roleplaying.
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sam westover
 
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Post » Tue Jan 22, 2013 9:41 pm

Is the honor system that hard a concept these days?
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El Khatiri
 
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Post » Wed Jan 23, 2013 8:02 am

upon death you are transported to one of the planes of Oblivion, with nothing but you loincloth. you use your wits to find the way out where you get ressurected. if you fail, its time for a new character
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Holli Dillon
 
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Post » Tue Jan 22, 2013 6:18 pm

upon death you are transported to one of the planes of Oblivion, with nothing but you loincloth. you use your wits to find the way out where you get ressurected. if you fail, its time for a new character

I've seen that tried in an MMO before (dying and having to escape some area) - people didn't like it, was too annoying for most people.
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Tanika O'Connell
 
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Post » Wed Jan 23, 2013 7:48 am

I like Permadeath generally. But you can't add it to a game where it doesn't make sense. Permadeath wouldnt work in a game like this; you're supposed to die often.

I guess you could just restart your character if it died. It's not the same thing I know, but it's the same result.
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Emma louise Wendelk
 
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Post » Wed Jan 23, 2013 7:50 am

While permadeath dont give much sense if mmo, there are only speculations yet about death penalties. Myself I would prefer having some penalty so you wouldnt be restricted in gameplay but it wouldnt be "damn, rinse and repeat" as in older mmos. Perhaps skill progression hit, money in inventory hit, something like that. I would love the feeling of "ouch, gotta be more careful now". Dunno if it would work in raids tho, as players are expected to die there alot
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Iain Lamb
 
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Post » Wed Jan 23, 2013 5:48 am

Well, you probably have the option of starting a new character when you die... but obviously it should be a choice. I wouldn't want to lose a character permanently.

That said, I would be in favour of very heavy death penalties like full inventory and experience loss. But permadeath is more than that: it's the loss of your identity.

No. No. No. And.. No. Never. Heck to the NO.

Did harsh death penalties in other games, and since it appears that there are no requirements to group with players in order to do things, a harsh death penalty will do nothing but turn off most players they're trying to bring in.
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Yonah
 
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Post » Tue Jan 22, 2013 3:42 pm

While permadeath dont give much sense if mmo, there are only speculations yet about death penalties. Myself I would prefer having some penalty so you wouldnt be restricted in gameplay but it wouldnt be "damn, rinse and repeat" as in older mmos. Perhaps skill progression hit, money in inventory hit, something like that. I would love the feeling of "ouch, gotta be more careful now". Dunno if it would work in raids tho, as players are expected to die there alot

"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.
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casey macmillan
 
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Post » Wed Jan 23, 2013 6:39 am

Can't make harsh death penalties in a game that encourages flexibility in building your character, as some people will be experimenting with unusual builds (some of which might not shine till they've added more skills to their character, and others which really might not work well at all and will need to be scrapped). Many of those players might die a bit more easily than others, and a harsh death penalty would discourage people from build experimentation - the player base would mostly end up just going for cookie cutter builds.
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Bek Rideout
 
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Post » Tue Jan 22, 2013 5:50 pm

i wouldnt mind harsher penaltys than the normal repair cost. and please zenimax dear god dont make us do corpse runs.
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Sarah Evason
 
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Post » Wed Jan 23, 2013 5:09 am

No corpse runs is a concept I can heartily get behind. That being said, I don't want a hefty transportation to a waypoint fees payable either. And as for loosing all my gear? Hell no, a bazillion times no!

If you want to play DID games that's fair enough but it really shouldn't be forced on other, more casual players. Bear in mind that the thought of lossing their character permanantly wiil turn off many casual players, as would loosing all of their carefully selected gear - especially if some of it is special, or rare equipment. To make a success of this game, Zenimax have to attract players from other MMOs and, more importantly, keep them. Repeatedly loosing their gear, or having to start a new character, because they got blindsided by a Kagouti or a Cliff-Racer is likely to drive them away in droves.

Although it is annoying, the corpse-run isn't as bad as some other concepts I've seen over the years. There is one new MMO that duns you for transport to a waypoint when you die - and dings you for armour repair every time. Provided neither cost is extortionate, then this is possibly the best system.
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Pixie
 
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Post » Wed Jan 23, 2013 2:11 am

Having no soul would be a reason to not persist after death. It is a very strange proposition.
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Craig Martin
 
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