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Thread: Should Death have Consequences?

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    Star Guard IBNobody's Avatar
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    Default Should Death have Consequences?

    Right now, dying is easy and free. You come back at ~30% health and may have to hike back to your team.

    Should the game be changed so that death has more of a bite? If so, how would you do it? If not, why do you feel that way?

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    Guardian of Alterra JaytB's Avatar
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    I think it's more than enough of a 'bite' that your deaths counts, even if your kills don't (when in lower lvl dungeons)


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    Tournament & Ladder Leader Silentarrow's Avatar
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    I don't agree, death already affects your KD, which to some players means a lot.

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    Senior Member Kraze's Avatar
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    Quote Originally Posted by Silentarrow View Post
    I don't agree, death already affects your KD, which to some players means a lot.
    Why is k/d such a big deal? It's not always a reflection of skill. Just seems like the most overrated stat outside of dps...
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    Luminary Poster StompArtist's Avatar
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    I debated this a while ago and I do think that deaths should have consequences beyond k/d ratio for the simple fact that the majority of players couldn't care less about it...

    I strongly believe that dying should make you loose all drops and cash acquired since the instance started at a minimum. This would prevent suicidal players from gaining for the behavior instead of having to fine tune and perfect their skills.

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    Guardian of Alterra CrimsonTider's Avatar
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    Quote Originally Posted by StompArtist View Post
    I debated this a while ago and I do think that deaths should have consequences beyond k/d ratio for the simple fact that the majority of players couldn't care less about it...

    I strongly believe that dying should make you loose all drops and cash acquired since the instance started at a minimum. This would prevent suicidal players from gaining for the behavior instead of having to fine tune and perfect their skills.
    So some random player comes into Stronghold, rounds up a mob, and blasts all the barrels causing your team to die. You would be ok with losing the opportunity to get a fury shield? OR... You are fighting GF and get a lag spike duevto avtext or phone call causing you to die, you are willing to give up the potential of a pink? I think not.

    Deaths dont always happen due to poor skill. The best of us die. Clear answer is to leave it alone.
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    Senior Member Tvis's Avatar
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    I can see new players quitting because they can't manage to stay alive long enough to get a useful item or keep anything in inventory. Losing makes quitters quit, while winning makes players stay, in general of course.
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    Luminary Poster StompArtist's Avatar
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    Quote Originally Posted by CrimsonTider View Post
    So some random player comes into Stronghold, rounds up a mob, and blasts all the barrels causing your team to die. You would be ok with losing the opportunity to get a fury shield? OR... You are fighting GF and get a lag spike duevto avtext or phone call causing you to die, you are willing to give up the potential of a pink? I think not.

    Yes I am ok with all this. Games should not be designed after lag-spikes and phone calls. Deaths should have consequences, deaths with no hard consequences is paramount to being immortal. I realize that my view of the consequences may be harsh to some of you but I am quite sure that their is plenty of mid ground between loosing gear from current instance and not having any repercussion at all.

    (and yes, I do realize that I am on the loosing side of this argument since this is a casual game but the no repercussion for death DOES encourage sloppy gameplay).
    Last edited by StompArtist; 08-17-2011 at 11:22 AM.

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    Senior Member Kraze's Avatar
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    And sloppy gameplay encourages one way tickets via the size 12 express
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    Quote Originally Posted by Kraze View Post
    And sloppy gameplay encourages one way tickets via the size 12 express
    +1 rep. Haha!

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    Consequences in games make the games less popular. Why do you think gaming is so much more widespread than it used to be? Games used to be really freaking hard. Only nerds were able to comprehend them enough to have fun. Later some big time investors with better comprehension of marketing to the masses came along and said to the nerd game developers "make games easier so more people like them and I can get even more rich." Try playing any old NES, SNES, or Genesis game. I saw this kid not long ago bragging about how he easily beat every video game he ever played. I gave him the original Mega Man. He couldn't get out of the very first room of the Elec Man stage. He died over and over then quit.

    Let's face it, games are more fun when there is less punishment. Even old school hardcore gamers like me agree. I loved Mario 3, but today I would never play a game where I could play for hours just to get to the final boss then lose my last life and have to start all over from the beginning. That is extreme, but you said just at a minimum have someone lose xp and loot from the one dungeon. That doesn't sound so bad, right? Except what if that person just so happened to get the one item they had been searching for for hours before the RNG graced them with their prize? What if that person had bought an elixir and now their real life money has been stolen from them because of a lag spike?

    Star Legends is casual friendly and I want it to stay that way. If you want to play a game with consequences, play EverQuest and think to yourself why MMORPGs don't take away 1-2 hours of hard grinding worth of experience when you die anymore.
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    Guardian of Alterra Conradin's Avatar
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    How about like in WOW where you gear degrades?? It could be every 10 deaths you gear degrades a little, and once you've died 50 times it's unusable until you fix it. Any blacksmith (crafting person) could fix it for a small amout. You can fix it any time it's damaged. It costs more to fix it after 30 deaths than 10, etc. At endgame- it might cost you 10-50k or more to fix a custom recurve, while it costs 3-15k on a crystalline staff. Also a message sayig how and were to fix your armor could pop up the first time- it would show you where, and have a go-to button to take you to a forger. Your first fix would be free aswell. Vanities wouldn't degrade.


    Oh and I think this should only be for pinks.
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    Senior Member bronislav84's Avatar
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    Con's idea ain't bad, but I think it should be for all gear on both games. K/d isn't enough of a consequence for the majority of people who play. Oh wow, I died. Back to the fight to die 20 to 50 more times, but at least the boss is dead. That's how the majority play. This consequence means nothing to them.

    The k/d count only bothers rankers or people who hate dieing, like me. I hope to rank in SL but would be perfectly satisfied with just a clean death count.

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    Luminary Poster StompArtist's Avatar
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    Quote Originally Posted by bronislav84 View Post
    Con's idea ain't bad, but I think it should be for all gear on both games. K/d isn't enough of a consequence for the majority of people who play. Oh wow, I died. Back to the fight to die 20 to 50 more times, but at least the boss is dead. That's how the majority play. This consequence means nothing to them.

    The k/d count only bothers rankers or people who hate dieing, like me. I hope to rank in SL but would be perfectly satisfied with just a clean death count.
    I like the idea... It would probably be lots of coding but gear could deteriorate towards grey unless repaired.

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    Senior Member Moogerfooger's Avatar
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    It ain't broke. Leave it alone. This is not WoW.
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    It's not that I don't care about deaths. Any char that played the un-nerfed ao3 got to maybe 1k deaths easily, and since then I have seen the stats mean less and less.
    However, this game offers no real punishment due to it being a casual game built on a platform with iffy connection at times and interruptions: mobile devices.
    Face it, no matter how much content devs add on to please the hardcore masses, PL is a casual mmorpg. You can spam potions, skills, and run thru dungeons easily with a full party. The only area right now truly built to hardcore is shadow caves, and that only because mass pot spamming won't save you and mass skill spamming will kill you.

    Armor deterioration would be better suited for a game that focuses more on crafting and supplies, which means that it might be viable for SL due to all the crafting supplies we are getting... White and orange supplies for repair and green to pink supplies for upgrading!
    However PL is your standard overpowered-hero-kills-everything game, and higher death punishment is not necessary. The run from the start all the way to the death spot is enough, and so is the risk of losing out on drops or xp while party moves on.
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    Blogger SUPAPRODIGY's Avatar
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    Quote Originally Posted by Arterra View Post
    It's not that I don't care about deaths. Any char that played the un-nerfed ao3 got to maybe 1k deaths easily, and since then I have seen the stats meander and less.
    However, this game offers no real punishment due to it being a casual game built on a platform with iffy connection at times and interruptions: mobile devices.
    Face it, no matter how much content devs add on to please the hardcore masses, PL is a casual mmorpg. You can spam potions, skills, and run thru dungeons easily with a full party. The only area right now truly built to hardcore is shadow caves, and that only because mass pot spamming won't save you and mass skill spamming will kill you.

    Armor deterioration would be better suited for a game that focuses more on crafting and supplies, which means that it might be viable for SL due to all the crafting supplies we are getting... White and orange supplies for repair and green to pink supplies for upgrading!
    However PL is your standard overpowered-hero-kills-everything game, and higher death punishment is not necessary. The run from the start all the way to the death spot is enough, and so is the risk of losing out on drops or xp while party moves on.
    Coulnt have said better myself and i dont die very much im addict in buying potions hehe

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    Senior Member Kraze's Avatar
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    Quote Originally Posted by bronislav84 View Post
    Con's idea ain't bad, but I think it should be for all gear on both games. K/d isn't enough of a consequence for the majority of people who play. Oh wow, I died. Back to the fight to die 20 to 50 more times, but at least the boss is dead. That's how the majority play. This consequence means nothing to them.

    The k/d count only bothers rankers or people who hate dieing, like me. I hope to rank in SL but would be perfectly satisfied with just a clean death count.
    Uh idk some people seen to have lost their minds about deaths (iOS player so forgive pl only reference) but today in a fight against queen in a party of 4 birds 1 bear one of the birds switched to an auto bow and would only auto attack because he didn't want to waste pots or risk a death...I've never wished I was the host more >8^(
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    Yeah this is no hardcore game.
    This is just a game to play when you have a free minute for most of us
    I know that alot of players play hardcore but thats not really the use of this game.
    And yeah, deaths need to be left how they are atm, because players like me and many others dont want an bad k/d.
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    Guardian of Alterra CrimsonTider's Avatar
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    Sorry Stomp but your logic doesnt make sense. The boot button was created for a reason. It makes NO sense to punish many for the sins of a few.
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