Nightowl_74 wrote: »I remember "leveling" backwards in my first MMO many years ago but it's not a fond memory. I think being penalized for dying is outdated and pointlessly tries to promote a specific playstyle, although it wouldn't bother me if it were introduced as an optional mode. For me it didn't add anything positive, I was one of the players who didn't especially worry about the penalty so I repeated many levels.
That's a good point , so the mechanics shouldn't change. But come on, in 3 months play I have accumulated >1k "spare" soul gems, after selling 2 stacks to make room in bank. Plenty repair kits and hardly use them, because going to a merchant is an option most of the time.
SkaraMinoc wrote: »Nightowl_74 wrote: »I remember "leveling" backwards in my first MMO many years ago but it's not a fond memory. I think being penalized for dying is outdated and pointlessly tries to promote a specific playstyle, although it wouldn't bother me if it were introduced as an optional mode. For me it didn't add anything positive, I was one of the players who didn't especially worry about the penalty so I repeated many levels.
That's gotta be Everquest.
Monks could pull mobs to AFK players and then use the ability "Feign Death" next to the player. The AFK player would take all aggro and they'd die. Then someone would resurrect the player and repeat. This was in 1999 and there was no resurrection confirmation dialog. So you could literally de-level an AFK player if you were evil enough.
Permadeath = char gets deleted if you died
Levels, Skills, experience and CP lost upon death
Equipment, Inventory and Gold destroyed or being left to be looted by other players
Having to walk back to your body to get your stuff and respawn.
Having to travel back to the area every time you died, as you respawn at a temple
Having to go through an obstacle course in oblivion to come back to life
Permadeath = char gets deleted if you died
Equipment, Inventory and Gold destroyed
karthrag_inak wrote: »LOL. Someone wants UO experience.