Kalnazzar wrote: » Without a death penalty, players could abuse death as a quick way to fast-travel
Kalnazzar wrote: » To be honest, I disagree with removing the PvE death penalty. Having a real risk factor adds excitement and stakes to the game. Without a death penalty, players could abuse death as a quick way to fast-travel, undermining both the challenge and the game’s intended mechanics. This kind of system would remove the need for players to improve their class skills or team up for tough content, and it would take away a lot of the strategy that makes PvE engaging.
Palmax wrote: » * People will quit alpha testing if they keep getting punished so heavily before they reach higher levels which means less overall testing.
nanfoodle wrote: » Personally I think you should drop items on PvP death. PvE you should not drop glint and crafting supplies.
Shoklen wrote: » Punishment for dying solo (pve) seems a little harsh but I'm going with it for the moment.Dying and having (generally) a fairly long run back to my body is fine. XP dept is fine. Loosing a little glint is fine. Having a dog-pile of bottom feeder-players jump my Ashes the instant I die and loot my body is a little over the top since it's'n addition to the above. What would be nice is if there was an in-game log of everyone that looted your Ashes, and or killed you in PVP. Or at least you get a text message in the chat "X has looted your Ashes". Now that gives me a name to seek revenge...
Blackthornes wrote: » Harsh death penalties in Ashes of Creation are frustrating by design, but they also define its appeal. While adjustments might be necessary during Alpha, especially in the face of bugs and performance issues, the spirit of risk and consequence should remain intact. Finding a balance that allows for meaningful testing without eroding the game’s intended challenge is key.
CROW3 wrote: » Well said. btw - wasn't Blackthorne a villain from U VII? Good to see another student of the old school.
Palmax wrote: » Hello, I could write tons of feedback but I would like to get across the most important point for me which is how harsh the game is.For context I'm a solo player and don't intend on joining a team/guild Personally, I'm a fan of how tough the game is but the material drop rate on death is way too punishing. I think its okay if I lose half of lets say 2 random out of 10 different materials in my possession but to lose 60% or w/e it is of EVERYTHING?? Additionally, anyone can just freely loot me, not to mention, In a few cases I had to travel 5mins just to get to the area I died. It should be significantly lowered, or make lootbags only accessible by the person who died if it was an NPC death. Honest opinion I think in alpha we shouldn't drop anything on death due to the following reasons: * its full of bugs, which can cause death. * Poor performance overall currently, can result in death. * No one wants to spend 2hrs farming mats just to die (especially due to the above) and have to start again in alpha. * People will quit alpha testing if they keep getting punished so heavily before they reach higher levels which means less overall testing.
Shoklen wrote: » Punishment for dying solo (pve) seems a little harsh but I'm going with it for the moment.Dying and having (generally) a fairly long run back to my body is fine. XP dept is fine. Loosing a little glint is fine. Having a dog-pile of bottom feeder-players jump my Ashes the instant I die and loot my body is a little over the top since it's'n addition to the above.