Azathoth wrote: » But if you fail the exam, your overall score in whatever is most likely decreased. But you didn't mention the lowering of an average grade due to failing the test because it's part of failing the test. Your example would be failing the test and then that score not mattering at all to your overall performance, which would make trying to take the test pointless. There would be no reason to make effort.
Azathoth wrote: » I am a super causal 3-6hr a week gamer. I do not consider a death penalty as punishment. It's there to encourage you to try harder and not take the easy way out because its only a 3-minute walk back. What is the consequence of failing if there are no penalties. A dead character that doesn't have a penalty or item loss or item degradation or any of the other penalties any game uses suffers no consequence. If you need to reclaim the body then maybe you have to add 3 more minutes of gameplay. That's not a consequence, that's getting lost.
insomnia wrote: » Some of us actualy have a life that dosen't involve playing a game constantly. I think all these hardcore elements are for people that have nothing better to do.
pyreal wrote: » insomnia wrote: » Some of us actualy have a life that dosen't involve playing a game constantly. I think all these hardcore elements are for people that have nothing better to do. RPGs require a time investment, they always have. A mobile game may be better suited to your gaming style.
Wandering Mist wrote: » Just because failing a test doesn't affect your overall performance doesn't make the test pointless, because you still want/need to pass that test.
Wandering Mist wrote: » My point is that there are already natural consequences for failing in an mmorpg (your character dies). Adding additional punishments and penalties onto that just for the sake of it is pointless. Think of it this way. If you are in a raid fighting the boss and your team fails, you die and don't kill the boss. If it is a linear raid (as most raids are), you won't be able to move on until you beat that boss. Do you need more penalties than that?
pyreal wrote: » Wandering Mist wrote: » Just because failing a test doesn't affect your overall performance doesn't make the test pointless, because you still want/need to pass that test. That sounds like a participation award. You don't pass a driving test when you get back to the testing office if you run over three old ladies and two school children on the way. Just because you got to the 'finish line' doesn't make you a winner. Wandering Mist wrote: » My point is that there are already natural consequences for failing in an mmorpg (your character dies). Adding additional punishments and penalties onto that just for the sake of it is pointless. Think of it this way. If you are in a raid fighting the boss and your team fails, you die and don't kill the boss. If it is a linear raid (as most raids are), you won't be able to move on until you beat that boss. Do you need more penalties than that? The character death is the cause of the penalty. You tell Johnny not to hit the cat. Johnny hits the cat anyway. Cat bites Johnny. The Cat bit Johnny because Johnny HIT the cat, the fact that Johnny disobeyed is a separate issue which requires resolving.
Wandering Mist wrote: » So I'll ask again: what is the purpose of having exp loss upon death in Ashes of Creation?
SoulsOnFire wrote: » Wandering Mist wrote: » So I'll ask again: what is the purpose of having exp loss upon death in Ashes of Creation? I think you really have to read what others have said multiple times already
Azathoth wrote: » I like to think we are not dogs or children and can handle exp debt as a risk for adventuring. Again, I am a casual with no more than 3-6 hours a week. Usually averaging 6-9 hours a month. "So I'll ask again: what is the purpose of having exp loss upon death in Ashes of Creation?" To discourage reckless behavior, or behavior stemming from not being penalized when in over the characters level or player's current skill. To encourage players to explore other areas or back track*. To give a higher sense of accomplishment knowing that extra effort had to be put in to recoup loss after a failure. To give meaning to failing and death. To follow the general theme of risk vs reward. *Back tracking can be good, those considering it punishment due to time constraints really do need to reconsider the types of games they invest in. Honestly, asking for a respawn after dying without consequences might be a more traditional way of thinking about. Because not having consequences for failure in an RPG is for sure something I have never heard of before. Personally I am usually against tradition, but in this case the other option seems to make the game more boring. -Is this area too much for my character to handle? Who cares, I'll just respawn. -Is that other character too strong for me to challenge to PvP? Who cares, I'll just respawn. -Is this legendary treasure worth risking death for? Yes! I'll just respawn. Anyone that considers any outcome from a game as punishment has the option to avoid that punishment. Also, as for not punishing disobedience. Teaching children there are no consequences to their actions, I'll stop here. No need to go on a pointless rant about...
pyreal wrote: » The character death is the cause of the penalty. You tell Johnny not to hit the cat. Johnny hits the cat anyway. Cat bites Johnny. The Cat bit Johnny because Johnny HIT the cat, the fact that Johnny disobeyed is a separate issue which requires resolving. Your character (Johnny) dies because you aren't doing something right. Your actions caused the death (a bite), now you have to receive the penalty.