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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Impact of Death Penalties on Attempting Difficult PVE Content
Jesana
Member, Alpha Two
This is feedback from my perspective based on my observations and discussions with others.
I come at this primarily from a PVE background with an explorer/experimenter mindset. I enjoy exploring the world, seeing what odd little corners I can find, testing to see if I can find a way for an underleveled character to take down a high level mob, raiding, etc. These activities all involve attempting admittedly difficult content with an almost certain chance of dying at least once. Death penalties have an impact on what players are willing to attempt and how long they're willing to persist in trying difficult content. The tolerance levels are unique to the individual, so these are mine.
Impact of Various Death Penalties
Rezzing at distance from corpse - The run back can be punishing if you managed to get your character past some challenging obstacles to begin with. For me, as long as I can replicate what I did previously, I'll keep at it. Irritating and definitely a reason not to die, but not something that will cause me to quit an encounter unless I can't replicate the trip or the reward isn't worth the run.
Dropping materials - Frustrating if there are loot-stealers around or if you died in an inaccessible area. Able to be mitigated usually if you manage your inventory, but definitely a reason not to die.
XP debt - So this is one that I don't mind. I'll work it back off eventually. However, I've talked with friends who have stated they will quit over this. The game feels pointless, like their efforts don't matter. For me, this is one of the least punishing; for them, it's the worst. Different perspectives.
Gear damage - Definitely a reason not to die. Gear damage is basically a time limit for encounters. If you die too many times, you have to go get it fixed. Plus expensive.
Stat dampening - I HATE stat dampening. And the reason I hate it is because instead of being able to learn from failure, now I'm also having to do so while weaker. If an encounter was already difficult, it makes it harder. To me, stat dampening creates a scenario where I try difficult things once and if I fail, there's no point in trying it again. Pounding my head repeatedly against a wall, getting weaker each time is not a good use of my time. Leaving the encounter, going to level up, work off the stat dampening...that's the next step, not trying it again. It's not a reason not to die. It's a reason not to try again. And that utterly sucks the fun out of things for me.
YMMV
I come at this primarily from a PVE background with an explorer/experimenter mindset. I enjoy exploring the world, seeing what odd little corners I can find, testing to see if I can find a way for an underleveled character to take down a high level mob, raiding, etc. These activities all involve attempting admittedly difficult content with an almost certain chance of dying at least once. Death penalties have an impact on what players are willing to attempt and how long they're willing to persist in trying difficult content. The tolerance levels are unique to the individual, so these are mine.
Impact of Various Death Penalties
Rezzing at distance from corpse - The run back can be punishing if you managed to get your character past some challenging obstacles to begin with. For me, as long as I can replicate what I did previously, I'll keep at it. Irritating and definitely a reason not to die, but not something that will cause me to quit an encounter unless I can't replicate the trip or the reward isn't worth the run.
Dropping materials - Frustrating if there are loot-stealers around or if you died in an inaccessible area. Able to be mitigated usually if you manage your inventory, but definitely a reason not to die.
XP debt - So this is one that I don't mind. I'll work it back off eventually. However, I've talked with friends who have stated they will quit over this. The game feels pointless, like their efforts don't matter. For me, this is one of the least punishing; for them, it's the worst. Different perspectives.
Gear damage - Definitely a reason not to die. Gear damage is basically a time limit for encounters. If you die too many times, you have to go get it fixed. Plus expensive.
Stat dampening - I HATE stat dampening. And the reason I hate it is because instead of being able to learn from failure, now I'm also having to do so while weaker. If an encounter was already difficult, it makes it harder. To me, stat dampening creates a scenario where I try difficult things once and if I fail, there's no point in trying it again. Pounding my head repeatedly against a wall, getting weaker each time is not a good use of my time. Leaving the encounter, going to level up, work off the stat dampening...that's the next step, not trying it again. It's not a reason not to die. It's a reason not to try again. And that utterly sucks the fun out of things for me.
YMMV
0
Comments
I think it is a good mech - but it needs to cap lower.
20% is too much. (Maybe 10%)
Not having it would mean that there is no punishement as maxlvl, since you don't really care about XP at that point.
You're right, the XP debt, doesn't matter at max level.
For stat dampening, I think it really depends on how the encounter designers want things like raids and world bosses to work. If they're envisioning a group trying multiple times in an encounter to down a boss, then stat dampening doesn't serve that. Stat dampening pushes a one-and-done strategy versus trying multiple times. That's my opinion based on what I've seen at any rate. I find it extremely frustrating as a mechanic. Sure, it makes me not want my character to die, but it also contributes to wanting to give up. If that's intended, then it's working. If it's not the intention, then it might not be the best option.