Otr wrote: » Noaani wrote: » Otr wrote: » That death can decide something, like obtaining a unique item. Unless death is tied to some form of time penalty, this is not true. If you lose the item because you respawned a distance away, then that lost item is due to travel time. Or if the death count matters.
Noaani wrote: » Otr wrote: » That death can decide something, like obtaining a unique item. Unless death is tied to some form of time penalty, this is not true. If you lose the item because you respawned a distance away, then that lost item is due to travel time.
Otr wrote: » That death can decide something, like obtaining a unique item.
Otr wrote: » If you enjoyed the time spent, then you gained fun.
Otr wrote: » In an mmorpg, even spending time with your guild mates is a reward.
Songcaller wrote: » Plenty of pvp mmos are built for death counts to matter. In fact, if you gain experience from pvp to level pvp levels death count is the greatest risk as you want to grow in power faster than others. Thus, each death given to an opponent makes the opponent stronger and narrows the gap between each competitor. Therefore, death counts more than time here because time has no limitation but the death counts do. Hence, the risk is nothing to do with time but is to do with death.
Otr wrote: » I am amazed how you always have a good answer!
Ludullu_(NiKr) wrote: » Songcaller wrote: » Plenty of pvp mmos are built for death counts to matter. In fact, if you gain experience from pvp to level pvp levels death count is the greatest risk as you want to grow in power faster than others. Thus, each death given to an opponent makes the opponent stronger and narrows the gap between each competitor. Therefore, death counts more than time here because time has no limitation but the death counts do. Hence, the risk is nothing to do with time but is to do with death. Death removes your invested time, which makes others have more of that invested time and be stronger than you because of that. So risk of death is the risk of losing time. And it's a compounding issue, because you not only lose invested time, but you're then doubly behind the time value of others, because you need to spend time trying to catch up (if that is even possible). This is why Noaani gave that example of penaltiless deaths, where the time doesn't matter because you simply immediately resurrect on the spot and time has no impact cause there's no loss of time. But at that point there's absolutely no risk. Anywhere. You'd always be moving forward, so only those who have more irl time to play the game would be stronger (given that the skill of using said time is equal).
Noaani wrote: » Songcaller wrote: » Plenty of pvp mmos are built for death counts to matter. In fact, if you gain experience from pvp to level pvp levels death count is the greatest risk as you want to grow in power faster than others. Thus, each death given to an opponent makes the opponent stronger and narrows the gap between each competitor. Therefore, death counts more than time here because time has no limitation but the death counts do. Hence, the risk is nothing to do with time but is to do with death. I can't think of any where death count wasn't able to be worked around via spending more time. Edit to add; I also can't see why a developer would want to add that. Making death count matter encourages players to not play.
Azherae wrote: » I still don't agree that time spent is the only risk due to the above complexity, because there does come a point, rarely though it comes, where investing more time cannot regain a status you have lost.
Ludullu_(NiKr) wrote: » Time spent vs reward.
ExiledByrd wrote: » I am with those saying time <> risk. However time is one of the things that you can risk. If a gatherer gets ganked and loses materials, the attacker just cost them the time it takes to gather those material. There are other things besides time you can risk though. A mayor sets tax rate to high? They risk their position when it comes to re-election. Taking a flying mount to a siege, would risk the mount itself.
ExiledByrd wrote: » A mayor sets tax rate to high? They risk their position when it comes to re-election. Taking a flying mount to a siege, would risk the mount itself.
Noaani wrote: » ExiledByrd wrote: » A mayor sets tax rate to high? They risk their position when it comes to re-election. Taking a flying mount to a siege, would risk the mount itself. That is still a time risk though. In this case, it is the time it would take to become mayor again. The only time you can say you risked something that wasn't time related is if you are unable to ever get that thing again. That in itself is something that is exceedingly rare in MMORPG's, as people tend to leave games when they face unrecoverable loss.