Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Penalty for Death?
I'm curious to know if AoC plans to implement a death penalty debuff? While at times they can be annoying, especially if not implemented properly, they add an extra layer of flavour to MMOs that just make them feel more... Epic! Actually having a reason to care about death beyond "ugh, now I have to respawn and run back to my friends" is a really interesting system in my eyes.
For instance, I'm currently playing Uthgard, a private server for the old Dark Age of Camelot, which I've come to realize has one of the best death penalty systems I've ever seen.
It essentially works by giving you a debuff to your maximum constitution (health) when you fall in combat, requiring you to find a Healer NPC and pay them a small amount of silver in order to have your maximum health restored. What makes this interesting is that the amount of health you lose is not only partially based on random chance (at least, I've noticed different amounts in the debuff when I die), but it also stacks if you fail to find a healer and then run off into battle again only to die. The price becomes steeper and the debuff becomes greater to the point where various veterans of the game have told me that if you forget/neglect it long enough, you can permanently ruin your character.
While that last part is a scary thought, I think something like that would add a great amount to the immersion and realism of the game. What does everyone think?
For instance, I'm currently playing Uthgard, a private server for the old Dark Age of Camelot, which I've come to realize has one of the best death penalty systems I've ever seen.
It essentially works by giving you a debuff to your maximum constitution (health) when you fall in combat, requiring you to find a Healer NPC and pay them a small amount of silver in order to have your maximum health restored. What makes this interesting is that the amount of health you lose is not only partially based on random chance (at least, I've noticed different amounts in the debuff when I die), but it also stacks if you fail to find a healer and then run off into battle again only to die. The price becomes steeper and the debuff becomes greater to the point where various veterans of the game have told me that if you forget/neglect it long enough, you can permanently ruin your character.
While that last part is a scary thought, I think something like that would add a great amount to the immersion and realism of the game. What does everyone think?
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Comments
They also stated in that interview that they will have a very meaning full durability system, so maybe the classic 10-25% durability loss? That seems like a logical debuff, for me at least :)
[quote quote=1558] [...]
They also stated in that interview that they will have a very meaning full durability system, so maybe the classic 10-25% durability loss? That seems like a logical debuff, for me at least <img alt="?" src="https://s.w.org/images/core/emoji/2/svg/1f642.svg" />
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@Julemanden
Yeah, sounds reasonably to me! Why change a running system, right?
Still, I would prefer that players fighting melee lose armour durability faster than those fighting ranged. Gear should drop, regardless of death or simply walking around / exploring, in durability at a reasonable pace.
<strong>"But, that's unfair! Ranged players won't have to repair their gear as often as those that play melee!"
<em>Incorrect my friends.</em>
Ranged players, especially arcane classes, should have a need to repair their staves and foci and scepters, I don't know what they might use, more often.
In retrospect, a light-armour class walking around like it's his own backyard should lose durability faster than heavy/middle-armour classes. Cotton or cloth can easily tear. It should lose its durability faster when being hit more often, metal on the other hand - not so much.
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[quote quote=2534]I hope death is not like BDO with the losses of exp. I gave up are week laggging to death and losses more exp then I can make with x3 exp buff.,
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I don't know, I am not against losing Exp! Death should feel like a loss! If there is no meaning to death, why bother?
~ Zention
I guess it all depends on what kind of raids and dungeons we will have. It will really suck if the party wipes and we have a 30 min debuff that we have to wait out. Other than that, make death matter :D
<img src="https://m.popkey.co/6bee24/6GJWk.gif" alt="Shame" />
<img src="https://m.popkey.co/6bee24/6GJWk.gif" alt="Shame" />
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imagine your raid group needs to take walk of shame trough metropolish to get teleported back to raid entrance or not to take it and walk
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You should invest in better internet. Lag THAT bad is not a fault of the game mechanics but of your internet connection. If you're referring to Boss 1 shot mechanics then you should create a boss alt where you don't care if they are at 0% of lvl 56. It's literally a 1% XP loss so I'm not sure how you were not able to make that up. Sure it hurts at level 59 or 60 but you just have to play much more cautiously and not go into zones you know you can easily die in. But if you lagged that badly then the fault is on your local setup... not the game. I only experience "lag" during large node wars or world bosses... apart from that I never experience it other than the occasional lag in cities.
in pvp i would also like to see some kind of penalty it just make the game experience that much more thrilling.
now if there are huge battle like guild vs guild and node siege for example and players are dying very fast and often from those battle events, i am for reducing or removing those penalty in those specific events.
I'm clueless as to what sort of penalties there will be for raids/world bosses/ or other events.