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Reader Comments (8)

Posted: Jul 10th 2008 4:05PM Syme said

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The possibility of losing gear in an MMO only works where there is the possibility of replacing it with the same thing. In the case of WoW, having gear destructible or lootable would mean that certain quest rewards would simply disappear. While there are players who would argue that this Damocletian sword would make the game much better, most players would simply find it aggravating to have to monitor their gear condition constantly or risk losing it permenantly.

Posted: Jul 10th 2008 5:55PM johnnliu said

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Nice article.
Play a bit more Diablo / D2 and I can see another article on the consequences of not being able to re-spec your talents :-)
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Posted: Jul 10th 2008 5:55PM (Unverified) said

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Dungeons and Dragons Online has had item decay since its inception, with both durability and hardness, each encounter has a chance at doing damage which can be repaired, every time an item is repaired there is a chance that the damage will be permanent thus reducing durability. Items with reduced durability have a greater chance of getting permanent damage when repaired until eventually the item has zero durability and is forever broken.
Recently with changes to the death penalty system 2 changes were made
Bound items take damage but when repaired always return to max durability and have no chance for perm damage. Unbound items can be bound using crafting stations.
Also when a character dies items take a death damage penalty which can never cause perm damage but if you die enough times without repairing the item will be broken until repaired.
The system works and everyone repairs often as the more damage you have to repair the more likely you will have permamanent damage

Posted: Jul 10th 2008 6:08PM (Unverified) said

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Having to constantly monitor the durability of your items to prevent having them destroy is a horrible game mechanic. Instead I'm more partial to making it so special PvP based items were destroyed when you were killed. Then you could tie crafting professions to these special PvP items and bam! better economy.

Say if flying combat in the upcoming Wrath of the Lich King required engineers to make gyrocopters. If you were shot down then it would be reasonable that the gyrocopter would be destroyed. Think about how you could encourage the engineering profession by having gyrocopters with different attacks and uses. To make things fair you could even limit their use to only the Lake Wintergrasp zone but make them cheaper to produce then the regular flying engineering mount.

Posted: Jul 11th 2008 10:08AM (Unverified) said

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Why not allow crafted gear to be almost as good as epic/quest drops but the crafted gear has a damage value which only goes down.

Then epic/quest gear is hard to get while crafted gear is easier but the crafted gear keeps needing to be replaced which is something you don't need to worry about with epic/quest gear.

Crafters would still have worth, as would epic/quest drops. Plus crafted gear would be a money sink for PvE games.

I wish Vanguard would add a system like this.

Posted: Jul 13th 2008 7:46PM (Unverified) said

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You never played Diablo? And you are working as Editor in a gaming mag???

There's something wrong there...

Posted: Jul 13th 2008 7:55PM (Unverified) said

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I know it's scary. Truthfully though I've been playing MMO's almost exclusively since EverQuest came out. The Diablo series never billed itself as a MMO, but playing it now its easy to see how much of a influence it's had on World of Warcraft. I'd almost say its a precursor to modern MMOs like early text based MUDS.

Posted: Jul 15th 2008 6:36PM (Unverified) said

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I dont see it as a bad thing to possibly lose items due to corpse rot.. and corpse runs werent that bad.. it put more weight on dieing and therefore put more excitement in the battle.. as for quest items, like in eq2, have an NPC that will sell you quest items if you have completed that quest. In eq2 he is there in case you sold the item some time in your toon's life and now want it back.. but the same idea would work for some item you quested for that you lost in battle. The whole way we play the game has changed because there is absolutely no consequences to dieing.. And users continue to argue for more, not wanting to de-level, they went to exp dept which is in my opinion, laughable. Imagine way back if your favorite arcade game gave you unlimited deaths rather than just 3, the high score wouldnt reflect skill, it would only reflect who had the most time to stand at the game. I think it would bring a little "fear" back into the game also.

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