Neurath wrote: » The current death penalties planned already means I wont associate with nodes, run caravans or duel in Ashes. If death penalties are removed from massed PvP I will still be in a guild but if death penalties exist in massed PvP I probs wont enter into a guild either.
Jahlon wrote: » Neurath wrote: » The current death penalties planned already means I wont associate with nodes, run caravans or duel in Ashes. If death penalties are removed from massed PvP I will still be in a guild but if death penalties exist in massed PvP I probs wont enter into a guild either. You don't take the flagged death penalty when you die in meaningful PvP themes. Which means duels, caravans, node wars, and node sieges do not come with the death penalty since you are not flagged, and they are events where death is expected.
Alsop wrote: » (That full coment will be taking onto consideration that not everyone likes the full loot pvp games, if it were up to me, I would like to have a game with 100% drop rate of inventory on death excluding cosmetics and tools) To me the drop penaly should be bassed on coruption sistems. so: A non-combatant should drop 20% of his inventory (ony things that you can sell), on that drop should be a chance of a 10% for items to get destroyed (lets say a gatherer has only 100 wood, so he dies and drop 20 wood and there is a chacne 2 wood can get destroyed, but he also has a sword on inventory, there is a 20% chance to drop it and if it drops there is a 10% chacne to get destroyed). The same for equiped gear but with lower rates since its not a combatant there should be only a 5% drop chance. A combatant shoud be the same way but with a 50% drop rate on inventory (lets say again gatherer has only 100 wood, so he dies and drop 50 wood and there is a chacne 5 wood can get destroyed, but he also has a sword on inventory, there is a 50% chance to drop it and if it drops there is a 10% chacne to get destroyed). The same for equiped gear but since its combatant the drop rate should rise to 15-20% drop chance. _____So this is for normal people, i will put a limit of 1 drop on equiped items for NC and 2 equipoed items for Combatants, so lets say the sistems randomly picks an equiped item and the 5% chance is positive and you drop your weapon , it stops there so there is not a chance of loosing your armor too. On this side i will exclude tools from the drop and also recipes and cosmetics of raids. Now the corrupted, i think there should be a great incentive for corrupted players that is getting items from other players when killed thats why you need a death penalty that drop items and not just loosing your time, but also you need apunisment for that. So a base drop rate of 50% up to 100% bassed on your corruption level, that including your equiped gear and tools. And each time you die you get a reduction on your corruption level (only once a day and the one who kills you should be a combatant, and your death should geta minimum value so you just dong die naked). That said i will put a chacne of items to get drestroyed (not droped) on node sieges of 10% too and a 100% item destruction rate for castle siege. I think that the destruction of objects is something basic for the economy of the game to remain stable, because in a game where the generation of resources is infinite if those resources do not disappear at a high rate the value of the objects decays making the experience of being a gatherer, precesser or crafter a waste of time and a very unsatisfying experience, it is good that people want PVP and say to themselves "I do not want to lose anything so I can have a more aggressive style of play in pvp" , but in the end pvp is something that has to come with risk, if there is no risk it is meaningless, if there is no penalty when you are fighting with someone and he sees that he is going to lose he will just stand still for you to kill him, or when you are hunting someone he won't really care about dying and it will be meaningless, if the player has something to lose he will keep trying until the end giving situations of chases or fights that can last more than 10 minutes. As for the sieges it is obvious that if there is no loss of equipment when a guild gets the best items in the game will make no sense, there will be a figth where everyone use the top tier gear, dominating a castle should be a demonstration not only of skill in combat but also in resource management, politics and especially in devising plans for combat to minimize losses and not end up being a battlefield where people get to throw areas randomly. If you enter the defense or attack a node it should be because you really want to participate in the event as such ,and not just get in to see how long you last, avoiding that players who have no intention of competing for the node , to get in to troll , as they will lose part of their equipment. Which brings me to another question, ¿how to prevent players from entering the defense of a node with extremely low equipment just to troll? There are a lot of doubts and questions that I would like to discuss but since English is not my native language I don't feel comfortable making a post about it. I would like the game to have a more hardcore approach to pvp but not so much that hardcore players can abuse the system to dominate, you have to give tools to players who do not spend so many hours in the game to deal with alliances or guilds that are fully dedicated to the game, and I think the drop rate is the perfect sistem for that. Keeping the players of using his top tier gear 24/7 even when they are just going to gather.
Gannito wrote: » Totally against. This type of game is only used for those who have 10 hours a day TO PLAY, they get together with a single purpose, which is to dominate the server, (regardless of the rest of experiences,) not let the rest play game turns into SHIT. I have seen how troops of players changed servers, just to dominate it, leave it as a desert and continue their way to another server. Wonderful game huh ???? Pay so that they do not let you play, so that you lose everything you get with your TIME, time that is not returned or recovered. Anyway...
Saedu wrote: » the inconvenience of dieing (and knowing you lost) is enough of a penalty. There is no need for additional penalty. WoW got it spot on with the "corpse run" (or 30 second respawn time in pvp instances). I recall when WoW first came out this was a major selling point and its worked well for a very long time (except how they handle deaths in the Maw is not good, but that whole zone is meh until you get the mount). I guess they do have the item durability hit for pve deaths, but that gold loss is so inconsequential. The penalty is more about the knowledge that you didn't succeed in what you were trying to do than in anything else. I think any sort of XP/gear loss would be terrible. I never want to go back and have to grind up XP again. I want to get to max level ASAP, and then get into the real game (I'm also a firm believer that the shorter the leveling process and the more the end game experience the better the game). XP loss is one of the big reasons I never even tried the original EQ (and one of my hesitancy in considering this game). If I died to a high risk mob(s) that I thought I could take and there was a XP loss, I wouldn't even both trying again (where's the fun in that?). If there isn't a major penalty though, then I'd totally be up for a second shot at it even though I know its going to stretch my abilities/skills to get the kill. It shouldn't be about being penalized when you die... It should be about being motivated to try out hard content that will stretch you, and then rewarded when you succeed against the hard content.