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Pan_w_okularach
- Posts: 790
- Joined: Mon Aug 04, 2014 10:57 am
Re: Game Development: Death
fights may not happen very often but in terms of thrills and excitement a short chase in Haven is worth more than anything you can ever experience in games where dying has no severe consequences
Memories of pain
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dvsmasta
- Posts: 216
- Joined: Sat Jul 13, 2013 3:58 am
Re: Game Development: Death
I cannot deny that fact. Would you not like to have more frequent small amounts of fun more often or keep chasing that one moment of large thrill forever (at current populations..)Pan_w_okularach wrote:fights may not happen very often but in terms of thrills and excitement a short chase in Haven is worth more than anything you can ever experience in games where dying has no severe consequences
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Jeff
- Posts: 393
- Joined: Wed Aug 12, 2009 1:14 am
Re: Game Development: Death
Where are the "severe consequences" here exactly?Pan_w_okularach wrote:fights may not happen very often but in terms of thrills and excitement a short chase in Haven is worth more than anything you can ever experience in games where dying has no severe consequences
There would be if people didn't use alts. But they do, especially if we're talking about people wandering around just to find people to kill.
Of course, if the victim is someone that plays this game as it is supposed to, with a single character, he does suffer those consequences that you speak of. But that's an exception, not the norm.
"I'm just an humble farmer, after all"
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Pan_w_okularach
- Posts: 790
- Joined: Mon Aug 04, 2014 10:57 am
Re: Game Development: Death
Would you rather drink a glass of wine or a bottle of water with a glass of wine dissolved in it?dvsmasta wrote:I cannot deny that fact. Would you not like to have more frequent small amounts of fun more often or keep chasing that one moment of large thrill forever (at current populations..)Pan_w_okularach wrote:fights may not happen very often but in terms of thrills and excitement a short chase in Haven is worth more than anything you can ever experience in games where dying has no severe consequences
Memories of pain
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DaniAngione
- Posts: 1791
- Joined: Sun Dec 18, 2011 12:22 am
- Location: The Hearthlands
Re: Game Development: Death
That's the wrong comparison.Pan_w_okularach wrote: Would you rather drink a glass of wine or a bottle of water with a glass of wine dissolved in it?
It's more like:
Would you like to have a glass of an amazing, incredibly good wine once per year or a bottle of a good wine every week?
W16 ???
W15 Lame road-builder of Eyjafjallajökull
W14 Proud defender of Kakariko Village
W13 Sporadic member of Ravka
W12 Occasional member of Lake Town
W11 Inactive member of Yggdrasill
W10 King of The Northern Kingdom
W9 The Revenant of Wulf's Retreat
W8 Lawspeaker of New Thotoshire
W7 Lawspeaker of Esteldín
W15 Lame road-builder of Eyjafjallajökull
W14 Proud defender of Kakariko Village
W13 Sporadic member of Ravka
W12 Occasional member of Lake Town
W11 Inactive member of Yggdrasill
W10 King of The Northern Kingdom
W9 The Revenant of Wulf's Retreat
W8 Lawspeaker of New Thotoshire
W7 Lawspeaker of Esteldín
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dvsmasta
- Posts: 216
- Joined: Sat Jul 13, 2013 3:58 am
Re: Game Development: Death
A similar analogy is why do people drink beer rather than the highest proof alcohol they can get when being buzzed/drunk is the end goal? Maybe they enjoy the journey or want it to last longer eh?Pan_w_okularach wrote:Would you rather drink a glass of wine or a bottle of water with a glass of wine dissolved in it?dvsmasta wrote:I cannot deny that fact. Would you not like to have more frequent small amounts of fun more often or keep chasing that one moment of large thrill forever (at current populations..)Pan_w_okularach wrote:fights may not happen very often but in terms of thrills and excitement a short chase in Haven is worth more than anything you can ever experience in games where dying has no severe consequences
I would assume the same would apply with PVP. Current system vastly favors less PVP due to large losses when you loose. Everyone whines because the PVP players left the game. Wouldnt the PVP players combat each other or, my god, they didnt all locate as far away as possible to prevent permadeath consequences did they?
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Redkat
- Posts: 520
- Joined: Sat Jun 01, 2013 12:36 pm
- Location: Sealand, Denmark
Re: Game Development: Death
or just simply the elusive edelweiss - to appearDaniAngione wrote: Now we need Simbelmynë.
We seriously need Simbelmynë!
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themommawolf
- Posts: 157
- Joined: Sat Jun 13, 2015 2:52 am
Re: Game Development: Death
Grave cairns, very nice touch.
Now I understand why hearthing was so slow last night.
At the risk of sounding like a retarded noob, as one of the few players with one character on the vanilla game, I enjoy the game and the mechanics.
I for one, have never understood the reason and or purpose for alts, mods and bots.
Guess it is the old school in me, where you should be able to play the game as it is meant to be played.
Now I understand why hearthing was so slow last night.
At the risk of sounding like a retarded noob, as one of the few players with one character on the vanilla game, I enjoy the game and the mechanics.
I for one, have never understood the reason and or purpose for alts, mods and bots.
Guess it is the old school in me, where you should be able to play the game as it is meant to be played.
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bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: Game Development: Death
Even with 100% permadeath i've found myself less concerned about dying this world than in the past. Stats don't mean near as much considering the changes to combat mean i could probably be killed by 2 people with half my stats where as before maneuvers would of destroyed them. I just kind of fed a character till it was at 1.5-2 mil lp, 100 of all the stats than switched focus to a new character. If i wasn't so lazy i could of pumped a char out with those stats every 2.5-3 weeks easily because of the 300% bonus to feps, table bonuses and high quality metal curios.
Even still, i think the changes are good because reincarnating with nothing is far more likely to drive a new player away than at least getting something back. I'd have liked to see something other than the hearth timer being increased to fix the autohearth issue (increased aggro range) but this works too. Good update all around though.
Even still, i think the changes are good because reincarnating with nothing is far more likely to drive a new player away than at least getting something back. I'd have liked to see something other than the hearth timer being increased to fix the autohearth issue (increased aggro range) but this works too. Good update all around though.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
