Tyrantor wrote: » Well I'm glad to see the vast majority of the responses seem to be in my boat on this. Since I just had a chance to catch up on this I think that the general assumption there should be some penalty on death is the predominant response here. With that I'd like to offer the following suggestions for furthering the discussion. Caravan Death Penalties: Full repair, full xp debt and combatant level loot parameter - 2 minute stat/combat debuffs. Guild Wars Penalties: 1/3 equipment repair, 1/3 xp debt and combatant level loot parameter - 3 minute stat/combat debuffs. Siege Penalties: 1/4 equipment repair, 1/4 xp debt and no loot - 1 minute stat/combat debuffs. I find it unreasonable to think people would not participate if there are death penalties (keep in mind until this months video I find it likely everyone here assumed there were death penalties), it will need to be balanced to some degree but allowing people to not care or fear death ruins the experience of PvP to begin with. From where I sit I would likely only then spend my time pvping around the flagging system because it would hold real reward and consequences for killing people. The way I broke this down above would keep the Caravan deaths on par with normal combatant flagging but would adjust the debuffs to a timer versus xp work off. The guild wars would then adjust so you could die 3 times to equal one combatant death and for sieges it would account for 4 deaths to equal one combatant death. If sieges are 2-3 hours long this would mean someone could die 10-15 times and it would only punish them to the cost of 4-5 deaths in combatant mode.
Tyrantor wrote: » The stat reductions are important for the objective pvp by giving the winning side of an engagement some reprieve imo - the times may need to adjust higher based on travel time to re-engage. The stat dampening helps counter zerg play as well since it seems reasonable a smaller group would take longer to kill a larger group.
Noaani wrote: » Tyrantor wrote: » Well I'm glad to see the vast majority of the responses seem to be in my boat on this. Since I just had a chance to catch up on this I think that the general assumption there should be some penalty on death is the predominant response here. With that I'd like to offer the following suggestions for furthering the discussion. Caravan Death Penalties: Full repair, full xp debt and combatant level loot parameter - 2 minute stat/combat debuffs. Guild Wars Penalties: 1/3 equipment repair, 1/3 xp debt and combatant level loot parameter - 3 minute stat/combat debuffs. Siege Penalties: 1/4 equipment repair, 1/4 xp debt and no loot - 1 minute stat/combat debuffs. I find it unreasonable to think people would not participate if there are death penalties (keep in mind until this months video I find it likely everyone here assumed there were death penalties), it will need to be balanced to some degree but allowing people to not care or fear death ruins the experience of PvP to begin with. From where I sit I would likely only then spend my time pvping around the flagging system because it would hold real reward and consequences for killing people. The way I broke this down above would keep the Caravan deaths on par with normal combatant flagging but would adjust the debuffs to a timer versus xp work off. The guild wars would then adjust so you could die 3 times to equal one combatant death and for sieges it would account for 4 deaths to equal one combatant death. If sieges are 2-3 hours long this would mean someone could die 10-15 times and it would only punish them to the cost of 4-5 deaths in combatant mode. These penalties seem far more reasonable to me. The only thing I would change are the timed stat reductions - purely because I am just not a fan of them as a penalty. I prefer the stat penalty to be tied to having to be active in some manner. I definately agree that caravan attackers need full penalties as if they were combatants.
George Black wrote: » Dying during a siege or war is a major problem without the penalties. You lose group buffs causing supports to spend time abd MP reinforcing you, you need to be targeted and rezed, distracting your healer, you may even fall begind while your group advances or retreats. It really hurts to die. There is no reason for death penalties. They add nothing to the situation. They just discourage involvement unless the benefits are direct and high. Nobody will form friendships, nobody will come to the aid of a friendly guild.
George Black wrote: » I dont want death penalties for castle/node/freehold sieges, guild wars and instanced PvE raid.
Percimes wrote: » Hmm. Have we looked at both sides of sieges? Correct me if I perceived it wrong, but I've considered mostly the impacts on the attackers and not much on the defenders. The defenders have much more to lose after all, but at the same time they have the terrain advantage. Should there be a difference in penalties between defenders and attackers?
Xyls wrote: » [I also kind of disagree with having penalties apply during the event... i'd rather see them accumulate and then be applied at the end of the event... again maybe with the exception of caravans. You still will have to make the decision to continue to make attempts knowing that your penalties are adding up... but don't have to worry about becoming weaker against a foe you already lost too.
I really enjoy substantial consequences for death. Like the OP mentioned, death penalties encourage healthy strategic play styles, vs. wanton lemming sacrificial plunges. Corruption is a good consequence for the slaying of 'innocents' ...but I would still expect (and want) other consequences for sanctioned PvP events, or just dying in Verra, in general.
Xyls wrote: » I still think that level of penalties is high... at least for guild wars and sieges. I'd probably go with half of what you have already... so 1/6 for guild wars and 1/8 for sieges.
Tyrantor wrote: » Xyls wrote: » I still think that level of penalties is high... at least for guild wars and sieges. I'd probably go with half of what you have already... so 1/6 for guild wars and 1/8 for sieges. I'm curious how you're considering my ratio's high, even for guild wars? With my suggested 1/3 penalty you could have a guild war over 4 hours and you could die 24 times (once every 10 minutes) and that would = 2 corrupted deaths in the hunting grounds. I'm sort of under the impression most of us won't hesitate to go corrupt in the hunting grounds for much less reason than a guild war, I seem to think anyone that would find themselves dying 20+ times in a 4 hour span should have a fitting penalty for that. With the math you suggested someone could die 48 times over 4 hours to = 2 corrupted deaths.....
Xyls wrote: » It probably doesn't change your reasoning on your ratio's, just something I'm nitpicking on. So 24 deaths in 4 hours would be equal to dying 16 times as a combatant under your ratio.