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Insight about dying in games

Arya_YesheArya_Yeshe Member
edited November 2022 in General Discussion
There's a recent change in EVE Online's tutorial where you do some PvE combat and they your ship is killed and then your escape pod is blown up and you die. I watched many streams having new players in this situation, they jump on their chairs when they die and see their bodies floating on space, then they spawn and see that this is part of the process and it's ok, then they relax and accept death in the game as just another content

a newbro recently came to play with me and I told him to kill me, kill my escape pod and scoop my dead body and store in his hangar as a souvenir

at first he declined saying that sounded like an offense against me, so I answered it was alright, it's normal
so he proceeded and killed me and stored my dead body in a container in his hangar and started a corpse collection

this changed his perspective in a slap just like that

So for AoC maybe it's a good idea start thinking right now in ways people can deal with pvp deaths, maybe give rewards or tokens, or have achievements if you die 20-50-100 times who knows, or put them in tiny free-for-all skirmishes between newbros

release people from this tension they feel much before they start dying
dying is fine, just respawn and rally people and go hunt the guy
PvE means: A handful of coins and a bag of boredom.

Comments

  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    Why concede, be apologetic and approve the notion that "yes, losing is terrible and you must be compensated" ?
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    Why concede, be apologetic and approve the notion that "yes, losing is terrible and you must be compensated" ?

    it's not forever, it's just a beginner thing, just a small achievement when you started in the game
    people should look for their own deaths in a game with no attachments for being alive

    that's all
    when you die willingly enough times then you don't care anymore
    PvE means: A handful of coins and a bag of boredom.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    No
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    give the guy something equivalent to a Purple Heart Medal, I promise there will be people going out and asking for people to kill them and everybody will witness this

    Losing the fear about dying is vital to the game
    PvE means: A handful of coins and a bag of boredom.
  • LudulluLudullu Member, Alpha Two
    I'd rather Intrepid find a way to promote fighting back right from lvl1. I dunno how you'd do that w/o involving players though, cause if you do involve them it'll turn into a bloodbath immediately. And as fun as I find that, most people would probably hate it a lot.

    Mb have a soft faction quest that puts players against each other with a few npcs on both sides and npcs encourage the players to fight. This would not only introduce the flagging mechanics, but would also ingrain the thought of "fighting players is fine and can even be fun" in people's brains. And this could be done in some low lvl instanced dungeon as part of the introductory story, so that everyone experiences it.
  • I remember playing a game where it had special pvp arena's starting at level 11. Would include 10 levels worth of players. (11-20, 21-30, 31-40, etc...) The max level on this game was like 180 btw. So it was like, welcome to the game!... now get killing people. And they were fun arenas! was always tons of people, you only had 1 life. last man standing wins. And you could get drops in PvP. Was some of the best fun i've had in PvP.
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    NiKr wrote: »
    I'd rather Intrepid find a way to promote fighting back right from lvl1. I dunno how you'd do that w/o involving players though, cause if you do involve them it'll turn into a bloodbath immediately. And as fun as I find that, most people would probably hate it a lot.

    Mb have a soft faction quest that puts players against each other with a few npcs on both sides and npcs encourage the players to fight. This would not only introduce the flagging mechanics, but would also ingrain the thought of "fighting players is fine and can even be fun" in people's brains. And this could be done in some low lvl instanced dungeon as part of the introductory story, so that everyone experiences it.

    nice ideas too

    Btw, I live with someone who has a Master in Pedagogy and from what I understood it looks like Inteprid will need to consult a pedagogue at least once

    There's a bit of a rift between players and this corruption system is a learning tool that teaches that this or that players are bad, they should be crushed because they are baby eating demons

    This increases people's fear a lot, specially fear of dying to such people

    But Intrepid could do a few things and let people feel the waters and don't be so anxious, if people become less worried, less anxious, less fearful then Intrepid won't have to a lot of systems and rules just to keep people chill
    PvE means: A handful of coins and a bag of boredom.
  • HeartbeatHeartbeat Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited November 2022
    The fear of dying or being killed in a game that offers PvP never made sense to me, why are players so scared of dying and losing nothing, at least in Ashes you're only losing the bare minimum which is nothing in the long run, the wiki states you can lose some XP but I think in one of their dev streams they mentioned that you wont be able to delevel. Players really just hate the idea of having to interact with other players, sometimes i think they just want a completely solo experience and hate the idea of having to combat other players but only when they are on the losing end of it.

    Steven was a big Archeage player and the OWPvP there wasn't bad imo at least I enjoyed it, I trust they'll have good PvP systems that aren't suffocating for the PvP community and aren't too lax to the point where its a constant free for all.
  • people need help or even be babysat so they lose this fear of dying and fear of losing a bit of lumber
    • achievements if you die a certain amount of times
    • stimulate fighting since level 1, i heard this from many people in other games and even @NiKr suggested it
    • maybe have a tiny arena where everybody is capped to level 1 and there's a random prize or random materials OR THEY GET FREE REPAIRS for entertaining the passers by in the city
    • some sort of mission where in the last room the entire party has to fight each other Thunderdome style (Mad Max movie reference) then everybody beats the mission if they participate in the Thunderdome (it's fine, no one will become crazy rich for this anyway)

    the corruption system has a reason to exist, but it dangerously teaches people that:
    • pvp is griefing
    • there's an evil old man in the woods who will rob the flowers you harvested
    • everybody who is not doing pve right not is evil and a bad player
    etc

    It is important that people learn early on that pvp is fine, it is doable, there's ways to do it
    let them lose the neurotic fear about it
    PvE means: A handful of coins and a bag of boredom.
  • HeartbeatHeartbeat Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited November 2022
    Arya_Yeshe wrote: »
    people need help or even be babysat so they lose this fear of dying and fear of losing a bit of lumber
    • achievements if you die a certain amount of times
    • stimulate fighting since level 1, i heard this from many people in other games and even @NiKr suggested it
    • maybe have a tiny arena where everybody is capped to level 1 and there's a random prize or random materials OR THEY GET FREE REPAIRS for entertaining the passers by in the city
    • some sort of mission where in the last room the entire party has to fight each other Thunderdome style (Mad Max movie reference) then everybody beats the mission if they participate in the Thunderdome (it's fine, no one will become crazy rich for this anyway)

    the corruption system has a reason to exist, but it dangerously teaches people that:
    • pvp is griefing
    • there's an evil old man in the woods who will rob the flowers you harvested
    • everybody who is not doing pve right not is evil and a bad player
    etc

    It is important that people learn early on that pvp is fine, it is doable, there's ways to do it
    let them lose the neurotic fear about it

    @Arya_Yeshe
    Having people lose their fear of combat or dying isn't the same as teaching people that PvP isn't bad imo. The people who are hard against PvP and wish it didn't even exist will never have any in-game system or tutorial or experience change their mind from that.

    There's nothing inherently wrong with PvP, just people who don't want it to exist or want their own separate PvE server, which are bad approaches.

    The perfect balance between PvP and those who like it and those who don't lies in the corruption system and how lax it is in flagging and killing and/or how suffocating it is to the aggressor. How will it treat a situation where the victim keeps coming back over and over, that's not fair to the player who clearly has the upper hand because now THEY are the one being griefed. And with Stevens comment of banning griefers, would Intrepid side with the one being killed or the one doing the killing. If you're in a small grinding zone that could realistically only accommodate you and any more than that would be inefficient money/xp per hour, and someone continuously tries to force their way in only for you to kill them over and over and they have no intent to fight back, would they not be abusing the corruption system, whos the real griefer in this situation?
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    @Heartbeat the thing is that the companies teach that griefing and the evil players are all pvpers, then people learn to fear

    In Ultima Online you become red and the most abusive people in UO are actually blue
    In EVE Online you do low sec pvp and you eventually become red too, then people just start avoiding you
    and so on

    For sure a big deal is just the education provided by the game's design and it's UI

    In Counter-Strike people shoot each other and it's fine, in their heads they are prepared for it

    For sure its pedagogic issue and many things Steven said about griefing makes no sense to me, like "banning griefers"... what kind of greifers?
    • The Auction House griefers?
    • The pve griefers?
    • The dungeon locker griefers?
    • Or the guy who went on a rampage and killed everybody they saw?
    • Your neighbour who logs earlier than you and cut all the trees around your freehold?
    • The victim who always come back with no help, no guildies, no friends

    It's best for the game if Intrepid babysit people into PvP than trying to monitor and resolving every quarrel among players

    It's just education

    When you accept that dying is ok, there's barely any "griefing", except for PvE griefers who don't die
    PvE means: A handful of coins and a bag of boredom.
  • HeartbeatHeartbeat Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Arya_Yeshe wrote: »
    @Heartbeat the thing is that the companies teach that griefing and the evil players are all pvpers, then people learn to fear

    In Ultima Online you become red and the most abusive people in UO are actually blue
    In EVE Online you do low sec pvp and you eventually become red too, then people just start avoiding you
    and so on

    For sure a big deal is just the education provided by the game's design and it's UI

    In Counter-Strike people shoot each other and it's fine, in their heads they are prepared for it

    For sure its pedagogic issue and many things Steven said about griefing makes no sense to me, like "banning griefers"... what kind of greifers?
    • The Auction House griefers?
    • The pve griefers?
    • The dungeon locker griefers?
    • Or the guy who went on a rampage and killed everybody they saw?
    • Your neighbour who logs earlier than you and cut all the trees around your freehold?
    • The victim who always come back with no help, no guildies, no friends

    It's best for the game if Intrepid babysit people into PvP than trying to monitor and resolving every quarrel among players

    It's just education

    When you accept that dying is ok, there's barely no griefing, except for PvE griefers who don't die

    Yeah I could agree with that being said about Counter strike, you know you're meant to kill each other in that game, although a bit different in a MMO where people may play with the intention of not ever wanting to PvP they'll just complain if they ever die. I could see how the system easing the player into the idea of death and teaching them saying hey if you die this will happen, so the player is less surprised and upset when it happens out of nowhere.
  • CROW3CROW3 Member, Alpha Two
    Just…no.

    No participation trophies for dying in PvP. Just apply yourself, get better, and hunt down reds when you are.
    AoC+Dwarf+750v3.png
  • Heartbeat wrote: »
    Yeah I could agree with that being said about Counter strike, you know you're meant to kill each other in that game, although a bit different in a MMO where people may play with the intention of not ever wanting to PvP they'll just complain if they ever die. I could see how the system easing the player into the idea of death and teaching them saying hey if you die this will happen, so the player is less surprised and upset when it happens out of nowhere.

    Yes, people see its meant for killing, but any MMO can be for it too

    It's just education, I dont do pve in Guild Wars 2 and I didnt in Ultima Online
    PvE means: A handful of coins and a bag of boredom.
  • CROW3 wrote: »
    Just…no.

    No participation trophies for dying in PvP. Just apply yourself, get better, and hunt down reds when you are.

    That's exactly the misconception, go kill "what is scary"
    PvE means: A handful of coins and a bag of boredom.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited November 2022
    Arya_Yeshe wrote: »
    people need help or even be babysat so they lose this fear of dying and fear of losing a bit of lumber
    It wasn't all that long ago that I was talking to an MMO developer and he said the biggest issue he could see with MMO's is that players had no fear of dying.

    The issue isn't that players have a fear of dying, it is that they have no fear of dying. In many games, dying can be used as a means of fast travel - that is how trivially many MMO players look at it.

    The reason for this is simple - many MMO's have no penalty for dying. No penalty means no fear.

    Since players dont fear dying, it means developers cant implement content that is hard, as the only thing that makes content hard is the desire to not die to it. If you dont fear death, content isnt hard, just repetitive (this is a part of the reason I will always insist some games simply do not have hard PvE).

    If an MMO wants to instill fear of dying in to it's players, it doesn't offer some stupid quest or story about it, it increases the penalty associated with dying. Thus, rather than fearing a thing because some quest told you that you should, you fear it because you worked out for yourself that it is a bad thing to do.

    Ask your pedagogue friend which would be a better learning outcome - being told a thing is bad, or realizing a thing is bad from first hand experience.

    Now, if - for some totally unknown reason - a developer wanted to reduce the fear of dying (this is not Ashes we are talking about at this point), then all they need to do is reduce ethe penalty of death to the point where is just doesn't matter. Players then realize death isn't bad all by themselves, they don't need the game to tell them that.

    On the other hand, if the game tells you death isn't bad, but then has a harsh death penalty, players will still come to the conclusion that fits their experience, rather than just listening to what they have been told.

    As to your friend in EVE, they probably thought that killing you would result in a penalty to you, and so were hesitant. When you informed them that it was ok (as in, that the penalty wasn't all that great), they were then fine with it.
    Arya_Yeshe wrote: »
    CROW3 wrote: »
    Just…no.

    No participation trophies for dying in PvP. Just apply yourself, get better, and hunt down reds when you are.

    That's exactly the misconception, go kill "what is scary"

    What about this is a misconception?

    It is essentially what the game is.
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