You might find a little of the thrill you seek if you run scouting missions in PVP. I've have found them to be a rush because you have to travel across the countryside for like 15 minutes just to get to your destination. If you get killed in the process you go back to the poster boards camp. It's pretty horrible because you have to go try the same thing again.
I was running a scouting mission a couple weeks ago and I ended up getting trapped between some rocks and a siege between the other two warring factions. It was pretty exciting because I had finished my mission but had some PvE stuff in the area and I thought I could do them too--if I could just get out of the mess I was in. The player siege party finally attacked the site I was scouting so me and my trusty horse made a run for it while they were busy! Except two of the other players saw me and broke away from what they were doing to chase an easy player kill that was a LONG way from home! I got killed, but it was quite a rush knowing that I was in trouble and trying to make a run for it!
It encourages players to take calculated risks, and the excitement that flows when you do is unparalleled. I've taken many risks in Runescape, Ultima Online, Darkfall, etc... even knowing that death had serious consequences. It simply made it more fun for me, but it also spoiled me. That level of thrill is unavailable in safe MMOs. Nothing comes even close, and unfortunately it is impossible to truly convey through words. You have to experience it to understand.
I think the mmo market is finally going to be completely saturated as far as "AAA appeal to everyone carebear" mmos go. Now maybe we will start seeing some AAA niche games, and hopefully one with a little more hardcore ruleset.
I do miss corpse runs in EQ, they sucked at the time but they made you think before you did something stupid.
The problem is that the MMORPGs released who do cater to the hardcore crowd are never marketed properly and their budgets are always lacking. There is no polish or fidelity to these titles. Beyond anything, the game has to look and feel solid to hold onto players these days.
I think if a high budget AAA hardcore MMORPG was developed and marketed right, it could be successful.
Would most people? Absolutely not. Even if they, in theory, wanted to try it, the idea of the "server lag" or some such fabled nonsense would keep them from doing it. Even in D3 the Hardcore community is very small, and lots of people play that it being a Blizzard title with a new expansion out.
pieceofyarnb14_ESO wrote: »Let's see corpse run in EQ 10 15 mins of time wasted to running back, oooopppss as soon as I get there killed again. Corpse run again, I can't die again I will lose a level, (group chat)healer says I have to go.....logs off. Get to corpse mobs right there...oh no. It's so dark here.....got my corpse. Now where to go to regain experience? Healers gone, group broke up....crap...oh no did that mob see me....bammm you're dead. 'You lost a level'. Frac frac!! I have to go to work this sucks, I hate this game rage rage.....yep.
Heavy death penalties are fun....lol. Right can you sell me the Brooklyn bridge too?
pieceofyarnb14_ESO wrote: »Let's see corpse run in EQ 10 15 mins of time wasted to running back, oooopppss as soon as I get there killed again. Corpse run again, I can't die again I will lose a level, (group chat)healer says I have to go.....logs off. Get to corpse mobs right there...oh no. It's so dark here.....got my corpse. Now where to go to regain experience? Healers gone, group broke up....crap...oh no did that mob see me....bammm you're dead. 'You lost a level'. Frac frac!! I have to go to work this sucks, I hate this game rage rage.....yep.
Heavy death penalties are fun....lol. Right can you sell me the Brooklyn bridge too?
And the moments prior to dying, were they not the most exciting you've ever experienced in a game? For me, they have been. Nothing has come even remotely close to fighting for my survival when I knew that death had real consequence.
Losing levels though, isn't my idea of risk. It just means you need to grind more. Losing gear, well you can prepare for that. If the game is designed properly, the best gear isn't that much better than average gear. So you don't have to risk "too" much to still be effective, but you do have the choice of using the best gear to get an edge but of course, risk more. It's all choices and thrill.
Fear has been missing in MMO's for sometime now. Sadly, we are in the ME MMO period and I fear we will never see this again. Some of the best moments was "TRAIN TO ZONE" and them someone yelling to go LEFT!
I can only brag about an account from 30th august 2006 that is still being kept going with GTC and training away at 160mill SP."I was there" - EVE Online. 10+ years and going strong.
This I can also nod recognizing towards, way way back in 1996 the death we had on the mud I played was loss of xp/lvls and possibility of loss of eq.This MUD I used to play, Nodeka, if you died by a mob, you lost your eq and had to run out and grab it again. If you didn't get it in time, your corpse vanished and your loot able to be looted by other players. There were players who were notorious for MPKing(Mob player kill) other players and taking and selling off their gear. If you got PKed, you just lost your health, magic, stam.
Also been in EQ, I liked the good old town of Kelethin where we could fall off and die there.I do miss corpse runs in EQ, they sucked at the time but they made you think before you did something stupid.
Excuse me if I have missed it, but I do not see a general or off-topic forum section to post this, so I'm going to post it here.
This thread is meant purely as a hypothetical discussion. To toss around ideals and discuss the general state of death penalties in recent MMORPGs. It is not a suggestion to implement what I will talk about into ESO. An MMORPG must be designed around it to function properly.
What am I referring to? Think back to the days of Ultima online and Runescape. Upon death, you were not given a helping hand up, or a small slap on the wrist. Upon death, you were wrenched forthwith from the depths of hell and cast back into the world with naught but a pair of rags to cover your bones. Your gear and inventory lay bare on your corpse wherever you perished in the world, for any fellow adventurer to wander upon to claim as his own. Sounds intense does it not? Thrilling to those who've experience the indirect consequences imbued in a system such as this. To most players now however, it is simply scary. I fear they will never understand how heightened and impactful every little event is when real danger is present in the world with genuine consequences. A simple hike to a neighboring village is suddenly an adrenaline fueled fight for survival. Note the thrilling part I was discussing prior.
Where did those games go? Why are there no modern MMORPG titles even contemplating such a concept? Are high budget games always going to try and appeal to the largest audience? And if so, will the lowest common denominator ever be willing to accept, perhaps even embrace, the idea of risk in combat? I ask this because frankly, I am bored of modern titles. They offer no excitement comparable to what I've had the pleasure of experiencing, and it makes me very sad.
Mmm, that's all I have to say for now. Feel free to shoot in your thoughts on the matter, if you think there's any hope for players like me who want a more difficult and perilous experience or if I am merely an antiquated relic of days long gone never to return...
I wish for death penalties every time the Ritalin junky tween dps fresh out of wow I picked up in the group finder pulls the boss before the tank or healer enters the room.
I have mixed feelings about death penalties. It certainly made the game more exciting knowing there was the risk of losing everything, but it also put you off trying things that might be too difficult.