Ah, this morning we have a true opinion question for you. One that many players are very divided on. In your honest opinion, dear readers, do you think games should punish players for missteps, or do you believe the game should protect you against loss and minimize it at all possible places?
In the old days of MMO gaming, death was a ruthless beast that could steal hours of your playtime away from you, setting you further away from your goal than you'd be comfortable to admit. But, as we've progressed in our designs, death is no more threatening to our adventures than the gentle breeze of the hills. Death penalties have been reduced, experience loss has been removed, and dropping items has become a dropped practice.
So what's your opinion? Drop it in the box, and let it ring loud and clear!
Reader Comments (64)
Posted: Nov 17th 2009 11:10AM Loki1 said
Punish or protect? It depends on whether you are a pussy or less.
Seriously tho, there may be not actual punishment in dying, but there must be some kind of harshness, some where... gratuitous gratifications are worth nothing... it doesn't have to test your patience, it might test your wits.
Seriously tho, there may be not actual punishment in dying, but there must be some kind of harshness, some where... gratuitous gratifications are worth nothing... it doesn't have to test your patience, it might test your wits.
Posted: Nov 18th 2009 4:34AM (Unverified) said
i encurage death penalties without them you could easily find more enjoyment in a fps console game. death penalties also encurage playing in groups wich is what MMOs are about.
i rememebr corpse running back in EQ1 sometimes a rescue mission can be just as fun as fighting a monster or compleating quests.
i like the full loot system it also makes fighting wars more cautious because if you loose then your enemies will be better armed next time you fight.
maybe MMOs should implement better avoidence strategies for running away if you get into trouble and then penalize that fleeing such as 50% xp for next 30mins. you get the same penalties as dieng without the extra time added to regroup,rez,buff, this would minamalize downtime thus increasing the fun.
i rememebr corpse running back in EQ1 sometimes a rescue mission can be just as fun as fighting a monster or compleating quests.
i like the full loot system it also makes fighting wars more cautious because if you loose then your enemies will be better armed next time you fight.
maybe MMOs should implement better avoidence strategies for running away if you get into trouble and then penalize that fleeing such as 50% xp for next 30mins. you get the same penalties as dieng without the extra time added to regroup,rez,buff, this would minamalize downtime thus increasing the fun.
Posted: Nov 18th 2009 3:33PM Jhaer said
We should for a baseball league...
without score...
and everyone gets a first place trophy at the end.
without score...
and everyone gets a first place trophy at the end.
Posted: Nov 22nd 2009 4:27PM (Unverified) said
Am I the only guy who earnestly supports just dying? like say an MMO with long rpg quest chains up the ranks of your chosen faction and one day someone shoots your head off, end of story! Of course said MMO couldn't be normal lvlbased crap but rather a skill thing. Of course chances will be augmented by other kind of progression and new armour and wargear but... endline... a little puny 15-year old street kid who sticks a knife through your eye has still killed you.*
*unless of course you're playing WoW (/any other so-called "commercially viable" MMO) in which case the little puny street kid gives you 2dmg and you hit back for 2k killing him outright while his knife didn't even remove that thing you had stuck in your eye...
*unless of course you're playing WoW (/any other so-called "commercially viable" MMO) in which case the little puny street kid gives you 2dmg and you hit back for 2k killing him outright while his knife didn't even remove that thing you had stuck in your eye...







