1) Hardcore players will love it (only when killing someone) and especially griefers.
2)
- Hardcore players - will be divided in to two groups of those who normally treat to perma death and those who 80% gonna quite the game (for some time or perma) after death.
- Griefers - in most case they gonna play soft and not skilling their chars much (and low % of them gonna pay for game). And after few death they like hardcore players gonna quite the game (for some time or perma).
- Casual players/crafters - 99% of them after death (after some time ~ 2 weeks of skilling them char) they gonna do the same like the rest.
Why I started this topic? Because way that developers took is a wrong and thats why:
- 1. To play this game you need to pay and there a chance that all what you have invested will be deleted.
2. Online isnt that big that can attract more and more.
3. Hardcore players isnt that big players base and they arent that hard in pve/craft and after they wiping all casuals they gonna be bored and play less.
4. To became viable crafter/pvper you need to invest to much time (especially for new players) and if they will spend at least 2-3 weeks and lose all their progress Im sure in 80+% they gonna quite.
Simple example is my team: When we started we have 6 active players (2 casual hardcore, 2 hardcore/craft/pvp, 2 pvpers):
- After 2 weeks 2 pvpers died to mobs and quite (got pissed that they invested so much to skillup for pvp and perma died from mobs - Im sure if it were the players they tried it once more fore revenge...)
- Last few days 2 casuals died from random PK while they where building trails and got pissed and quite for some time (not decided for how much).
So now there is only me and my friend that already died 2 times (from bats in cave and from bear - on lag). I have played alot and invest tooo much time in my char (sure I have alts), but if my main will die I dont know what decision Ill take...
Because if my main will died to continue my progress (village, craft and etc) Ill need at least 2 weeks just for renew what I have (not fun play just routine). And in 100% of time Im spending 70% of it on my main so if main will died there only 30% of fun that I will have and thats not gonna extend my hype of reaching end game content progress.
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So why did developers removed ability to obtain 25-75% of LP and stats after death?
They did it right?
Will it not lead to online reduction?
What are you thinking about it?