Warth wrote: » last information was that PvE and PvP Deaths will have the same penalties. This is subject to change in Alpha though
Noaani wrote: » I would still like to see some death penalties in PvP events. I personally think the fact that corruption is disabled and all players are treated as combatants (which halves the death penalties) is enough. If there are to be any gains made from these PvP events, there also needs to be the ability to lose something, and the games death penalty is the only way there is to facilitate that. This simple fact of risk vs reward should always trump the need to get more people participating - and I am sure that anyone in this discussion that has argued risk vs reward in a PvE setting has no option other than to agree.
Bricktop wrote: » I don't think you will find any of the people who typically debate with you disagreeing. I don't want to see any risk cut out of the game whatsoever. Obviously I want to see as many systems in place to encourage as much PvP as possible. I really liked @Xyls idea in the war thread of having a tax that a losing guild needs to pay after a war.
Bricktop wrote: » Noaani wrote: » I would still like to see some death penalties in PvP events. I personally think the fact that corruption is disabled and all players are treated as combatants (which halves the death penalties) is enough. If there are to be any gains made from these PvP events, there also needs to be the ability to lose something, and the games death penalty is the only way there is to facilitate that. This simple fact of risk vs reward should always trump the need to get more people participating - and I am sure that anyone in this discussion that has argued risk vs reward in a PvE setting has no option other than to agree. I don't think you will find any of the people who typically debate with you disagreeing. I don't want to see any risk cut out of the game whatsoever. Obviously I want to see as many systems in place to encourage as much PvP as possible. I really liked @Xyls idea in the war thread of having a tax that a losing guild needs to pay after a war.
Noaani wrote: » Bricktop wrote: » I don't think you will find any of the people who typically debate with you disagreeing. I don't want to see any risk cut out of the game whatsoever. Obviously I want to see as many systems in place to encourage as much PvP as possible. I really liked @Xyls idea in the war thread of having a tax that a losing guild needs to pay after a war. I'm not the biggest fan of the idea, I've yet to play a game where coin loss was that big of a deal to a guild. I'm similar to you in wanting to encourage as much PvP as possible, but my theory for the best way to make that happen is for the game to successfully appeal to as many people as possible, and placing them in to positions where they want to PvP, rather than making a game with limited appeal where PvP is likely all the time. When you consider how few instances (pun intended) of not having any threat of PvP are needed to keep a significantly larger portion of people in a game, to me, that is well worth the trade off for the additional PvP those people will bring.
Mojottv wrote: » Bricktop wrote: » Noaani wrote: » I would still like to see some death penalties in PvP events. I personally think the fact that corruption is disabled and all players are treated as combatants (which halves the death penalties) is enough. If there are to be any gains made from these PvP events, there also needs to be the ability to lose something, and the games death penalty is the only way there is to facilitate that. This simple fact of risk vs reward should always trump the need to get more people participating - and I am sure that anyone in this discussion that has argued risk vs reward in a PvE setting has no option other than to agree. I don't think you will find any of the people who typically debate with you disagreeing. I don't want to see any risk cut out of the game whatsoever. Obviously I want to see as many systems in place to encourage as much PvP as possible. I really liked @Xyls idea in the war thread of having a tax that a losing guild needs to pay after a war. Eghm, was my idea actually
Xyls wrote: » Noaani wrote: » I would still like to see some death penalties in PvP events. I personally think the fact that corruption is disabled and all players are treated as combatants (which halves the death penalties) is enough. If there are to be any gains made from these PvP events, there also needs to be the ability to lose something, and the games death penalty is the only way there is to facilitate that. This simple fact of risk vs reward should always trump the need to get more people participating - and I am sure that anyone in this discussion that has argued risk vs reward in a PvE setting has no option other than to agree. Some death penalties are fine, but not the same as in the flagging/corruption sytem. You are going to die a lot more during pvp events then you are in the open world... even open world pve content.
Xyls wrote: » I think I would favor no death penalties in the opt in pvp content. I think that would encourage more people to participate.
Warth wrote: » Xyls wrote: » I think I would favor no death penalties in the opt in pvp content. I think that would encourage more people to participate. I can't quite agree with this. The risk/reward system should be a part throughout. If you want that castle ownership, then you should be ready to risk your gear durability/ exp to get it. If you want to destroy someones Node, then you shlould risk it as well. Your suggestion would just support suicide monkey playstyles. "You die? Who cares, wait 30 seconds and join back into the fight". This just promotes idiotic patterns in a mass pvp scenario. A death should sting, no matter where it happens. Avoiding it should be a secondary objective in every type of content. No death penalties make mass pvp simply worse.
Xyls wrote: » exp loss
Noaani wrote: » Xyls wrote: » exp loss The penalty is not experience loss, it is experience debt. These are drastically different things.
Mojottv wrote: » Well, the way i understand exp dept is that its bqsically the same as loosing exp, as in order to progress ur character you will need to een dept amount of exp and only then you actually earn exp to lvl ur char.