Bloodstormz wrote: » One thing that is going to Kill this game from players is the 50% Drop when you die. 25% of the resources you have spent hours, weeks and in some cases a month harvesting go poof instantly, and 9 times out of 10, someone will loot the other 25%.
Veeshan wrote: » I find it funny how many people complain bout death penalty i find it refreshing that there a reason not to die/do silly shiz personaly. Games with minimal death penalty feels somewhat bland these days and ashes is somewhat on the tame side when it comes to death penalty. pretty most of my memorable gaming experiences in mmorpg have been in games with a somewhat heafty death penalty
Bloodstormz wrote: » While there are TONS of features that "seem" very appealing. i feel its going to be very disappointing to the vast majority of gamers. One thing that is going to Kill this game from players is the 50% Drop when you die. 25% of the resources you have spent hours, weeks and in some cases a month harvesting go poof instantly, and 9 times out of 10, someone will loot the other 25%. This is the most Garbage system I have ever seen. it encourages severe Griefing in many ways. most deaths I've personally encountered is from someone Training high-end level 30 mobs from across the map because they have no leash mechanic, mobs you cannot outrun that can do a one-shot single attack charge at you they have a 3 step lead but you don't as the mob runs right across you. So far I have personally lost probably a months worth of gathering in resources this phase alone enough to make any sane person ragequit. Another major issue is people with multiple accounts bot farming static spawned rare resources. This is Pay2Win as they buy accounts, camp the nodes on a timer and control the market and value of that resource. another is the lack of resources / spawn rates and location density vs the population of the server. 90% of resources are in one area of the map. they should be spread out more in clusters to spread out the players out more instead of 100's of people farming the same nodes over and over. Then there is the issue with limited farms as those that "got ahead through Nefarious means " control the market values of farmed goods. the reason willow is an issue is it is used in gathering tools, so people notice the severe embalance of supply and demand with it the most, its probably the single most over-farmed item in the game at this time and the rarity of wild tree's is ULTRA RARE. i have a heroic axe and I have not gotten a single tree above Rare quality, combine that to one to 2 willow trees a day my odds of getting above rare quality could range in MONTHS of harvesting. mainly from the 2 factors, there are not enough spawns and its extremely over-farmed by randoms and camped bots on timers. you have a 1 in 100 chance of getting one. Right now I feel like I have one or two options, spend 4 weeks/ 8hour days upgrading my gathering tools, or go sit for 4 hours in a camp and try to get one level....BORING and LAF. i literally went and downloaded a few other games last night because this is just NOT FUN.
Chicago wrote: » I don't mind the 25% re can recover, but deleting 25% is just dumb
Spif wrote: » Bloodstormz wrote: » One thing that is going to Kill this game from players is the 50% Drop when you die. 25% of the resources you have spent hours, weeks and in some cases a month harvesting go poof instantly, and 9 times out of 10, someone will loot the other 25%. This is a bit of an exaggerationYou only drop 25% if you are flagged, of which half is recoverable. This can actually be used in PvE, IE "oh damn, we're going to wipe" *activates PvP flag*. Not useful for the first couple of deaths in the group though. Most people bank their droppables after a few hours at most. If you lose days/weeks/months of effort, that's really on you. That said, losing 50% of the current play session's mats can still be daunting. Especially if you join a group and die because someone else plays stupidly. It just takes 1 bad pull. But I still believe that we need to keep bodies lootable by others and have something disappear on death. What's missing is a reason to return to your corpse, even if someone else loots you. So I suggest taking some of that 50% and reserving it for the dead person to retrieve. And at the same time allow some xp debt to be removed. Example: On PvE death, 10% of your materials go poof, 20% of them are lootable by another person, and 20% are only lootable by the person who died. And if they loot their corpse, some of the xp debt is removed. If you don't get a rez, this makes the corpse run valuable. On PvP death, 5% of your materials go poof, and 20% is lootable by another person. No changes in XP debt, since it's already 1/2 of what a PvE death is
RonDog98 wrote: » Counter: it’s an archaic anti fun way or creating difficulty. There’s a reason games known for difficulty don’t have mechanics like this in and that’s because they offer nothing. I don’t think to myself, man I love that death has consequences. I think to myself, man I would love to keep getting up and trying again; but the fact I lose default 25% that can’t be retrieved makes it so I’m no longer engaging in fun risk. I wouldn’t mind losing materials as long as I could get all of them back if I’m the first person to my body.
oddstero wrote: » Eh, if you have resources you've spent any significant amount of time gathering on you then that's the risk you take. The are plenty of storage options to protect glint and gathered resources. And you dont drop gold so very easy to convert any resource to that. There are lots of legitimate complaints about Alpha in its current state but death mechanics are harsh for a reason and that shouldn't change.
Spif wrote: » RonDog98 wrote: » Counter: it’s an archaic anti fun way or creating difficulty. There’s a reason games known for difficulty don’t have mechanics like this in and that’s because they offer nothing. I don’t think to myself, man I love that death has consequences. I think to myself, man I would love to keep getting up and trying again; but the fact I lose default 25% that can’t be retrieved makes it so I’m no longer engaging in fun risk. I wouldn’t mind losing materials as long as I could get all of them back if I’m the first person to my body. What you are suggesting is that the only death penalty be xp debt, durability loss and a corpse run, or not even that if you get a rez. That sounds like very little penalty at all, which means less fun IMO because there's less need to play well