wolfie1.0. wrote: »SkaraMinoc wrote: »This is the most one-sided poll I've ever seen on these forums.
Probably one of the very few things most of us can agree on...
No kidding. I wonder what the OP is thinking right about now.
1. That the overland feedback thread is directly linked into this topic as having no death consequences in an mmo makes every mob and new questing zone exploration subpar, and asking that feeling of engaging content in eso is asking a different game design direction.
There is no real cost for death in the game. Couple that with underwhelming bosses for 99% of the solo content, makes the game seem too easy.
It shouldn't be frustrating, but the way things are now is far too easy and because of the scaling, everything seems generic. At present, I'd say the self life for me is six months as I'm already dreading certain repetative tasks and seeing the same patterns applied in all story lines.
A more stringent penalty for death isn't going to fix all that, but it's a good step towards that.
I vote no but there can be a cost in PVP if you've just farmed 5k tels and someone gives you a good twotting and it's byebye tels. Perhaps something along those lines would be interesting in PVE?
No, and just in case, Oh HECK NO.
Want new players to run away screaming?
As a 51 year old newbie that started in March, first gaming experience on Atari Pong machines, nintendo 8-bit, c-64/128, sega 16 and so on, please don't think of me a little kid that is helpless, can't find his way and throws a hissy fit.
As a 60 year old with first experience of gaming with pen&paper D&D, Pong, Atari, and of course, Nintendo as a background, I'm not sure what you're going for here. I know from personal experience and through the forums exactly how much fun was had by *new players* [not little kids] to the game dealing with some of the bosses at early release. When you have a large number of players constantly dying to Doshia and DopplegangerLyris until they outlevel the quests by around 10 levels, that is a lot of dying and trying again. Now, add in losing experience that would de-level your character for even more of a disadvantage, and losing gear. If dying to a boss just dumped you farther into "experience debt" so you had no hope of managing to get back to where you were without starting the whole cycle over again, why on Nirn would you bother?
The players having issues with Doshia [especially for EP faction] and for eveyone with doppleLyris weren't throwing hissy fits either. For EP Doshia transformed too close to walls; players, even if they knew to destroy the orbs couldn't see them until they touched Doshia and healed her. Same issue with doppleLyris. The devs listened to the complaints and did some tweaking.
HerrKeinTipp_MrNoTip wrote: »
Here's why.
This, now imagine its an pug dungeonNettleCarrier wrote: »As Josh Strife Hayes recently put it, death is its own punishment in a game because you have to spend more time trying again. If you punish the player by taking away anything earned prior to the encounter then you are actively working against them learning to overcome that encounter. Imagine if Vet Maelstrom had experience loss for ever death, it would lose any appear it still has. The challenge of overcoming those encounters is a reward and the penalty in this case is not moving on to the next round.
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