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8-22-2010 @ 2:03PM
Maybe it's just me, but games that make you lose exp when you die made me rage into quitting.Because I'd always get into terrible groups that'd make me lose exp with their fail.I hope WoW never picks this up.
8-22-2010 @ 2:37PM
I totally agree. It sounds like the author wants to go back to EQ, which is basically where WoW started. A lot of the suggestions in the article would be a regression in the genre or are failed components from games like WAR and AoC.I like the ease of use or quality of life additions that WoW has added. Basically, the more time I have to spend in game and not doing content is more time that I think about quitting and moving on to a new game. In terms of economics, if the searching cost is too high for any MMO feature, I'll go back to playing an RTS or FPS where I can just turn on my PC or console and begin playing the game within 5 minutes.Searching for crafter or instance groups for 30-60 is a game breaking problem for an MMO and I'd hate to see the genre head back in that direction. Farming for resources and grinding rep is in the next tier of not game breaking, but not fun content that makes me consider quitting if I have to do it for too long.
8-22-2010 @ 2:39PM
-by MC"I remember reading similar write-ups by other armchair designers ten years ago. It's really funny how some things never change.Here's a question to ponder: if these suggestions are so wonderful, if they bring so much value, why haven't they been implemented in any modern MMORPG that actually matters?"This, a thousand times.I also personally like having less interaction with random people that I don't care about.
8-22-2010 @ 2:51PM
I agree with all the reasons for not having a harsher death-penalty. However, I've long felt that there ought to be a 'hard-core' realm that gives players the opportunity to play that way. Just think about how cool it would be to actually have a level 80 character on a realm where death was severe (or even permanent!).
8-22-2010 @ 3:42PM
Honestly? I don't mind experience loss in an MMO, as long as its fairly balanced. FF 11 is the WRONG way to handle it, die enough (and if you are soloing that will be the case from my experiences), and you'll even de-level, one thing no one likes, or should at least.Hell, one of my favorite games is Demons Soul, and if you die in that, you have a chance to gain back your "exp" by finding your blood-stain/corpse. Die again though, and its lost forever.Thats a fair way of dealing with it, providing a way to make up for the xp post-death. It wouldn't be as easy as returning to your body in your MMO obviously, but creating a "debt bar" that can be removed through either in-game currency, perhaps even a rare drop on the world-loot list (level specific too if you feel risky), or by adding in a slightly boosted xp gain for anything gained in the debt zone.
8-22-2010 @ 4:33PM
I find the concept of "meaningful death" in games bizarre at best, needless at most. Since I really don't like my characters to die to begin with and try to avoid it with at all costs, I need no furhter "incentives" to make me "more careful." Further more, meaningful death in form of xp loss (or what other cruel, demented and/or unusual ways the developers can come up with) is highly unfair to the new player...who only way to learn the games threw making mutliple mistakes. For example, WoW is my first RPG/MMO ever...and I thank the game that taught me with small consequences of dying multiple horrid daths with my Mage up till lv 19 that all other chracters/classes I have rolled expereince very little death or mistakes while leveling, dungeon crawling...even raiding to an extent. This has carried over to numerous other games. If this would would of been EQ or FF11 and their perverse death mechanics, I've would of packed my bags and never set foot in another MMO ever again. I suspect many other new players would to.Bottom line: In the end, I doubt that any MMO would be successful and all encompassing today if WoW decided make death "meaningful" as the author suggested. Nor do I feel it is ever a great tool in learning the game. Rewarding players instead of punishing them is a better teacher and motivator IMO.
8-22-2010 @ 5:47PM
wow has two death costs: 1. the sometimes painful run back to your dirt-napping corpse2. durabilityalso has option for a severe durability/stat cost in exchange for not having to run to the corpse.having played just a *few* MMOs, the current costs are my preference.
8-22-2010 @ 5:53PM
@eyeball2452I don't think the article is yearning for failed features from AoC and War (those games failed, not nessacarily the features within them), but more of an MMO in the style of Ultima online and the original Starwars Galaxies before it went crazy. In those games you were playing with and against other people, the real enemies were controlled by players not the game designers. The best weapons and crafted items were as good as if not better than anything the NPCs could drop. The whole experience was not driven by running dungeons and quests, but by the other players. I think the only MMO at the moment that is like this is Eve.One mistake in the article I think is that WoW is no longer an MMORPG based on the old pen and paper games. It has evolved into a multiplayer dungeon running and boss fighting game. The 'RPG' element has is greatly removed, the only role playing you do is whether you play the role of a tank, a healer or a dps.I know there are countless articles on WoW.com about role playing your character, but I certainly see way more of it on the website than I ever do in game, and in the 3 years or so I've been playing, that element of it has for one reason or another, vanished from the game and now it is all about teleporting to dungeons and killing bosses above anything else!
8-22-2010 @ 6:42PM
It is way too easy to die right now in WoW. You can get killed in one or two shots (in PvE and PvP) and sometimes there's just no way to avoid it. If it were a little harder to die, and a little easier to avoid it, then maybe, just maybe, i would play with a death tax. Right now, the cost to repair is more than enough.
8-22-2010 @ 11:20PM
I've played a few other MMO's and even more rpg board games.I've enjoyed them a lot but I'd honestly hate it if WoW took up to be more like them. This is mainly because Warcraft part makes WoW special to me. I've loved the lore and setting since Warcraft 2.There's a lot of places where you can make your own story. This game has you playing alongside your heroes and fighting for the cause as the story moves along. Adding a lot of interactivity is fun, but it dilutes that experience to me.Of course, MMO's are generally about choice but a lot of these changes will make the game fundamentally different because of those choices. Blizzard has made its own world and set it up, suggestions like these are aimed so that players make the world what it is. Warcraft really was never set up to be one of those type of games from the start, nor do I think it should be. It's letting you explore the world and even work along side the Heroes of it. The major plot revolves around them and that always take the forefront because the automated game design.Blizzard found this storytelling more appealing than using the RTS format. I agree that it is an evolution of its predecessor. However, when the players start making the game, it'll lose its origins, which I don't rightly think they're willing to give it up.No I don't really think this is that type of game or should be. It's just not the direction they want. I'm happy about that myself.
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