Permanent death (good or bad)

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Permanent death (good or bad)

Postby GladiatoR » Fri Sep 25, 2015 12:24 pm

Since in Hafen death means you lost all your LP and stats there 2 ways for it:
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.

___________________________________________________________________________________________

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?
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Re: Permanent death (good or bad)

Postby Biddas » Fri Sep 25, 2015 12:39 pm

you should ask dev's ,but i think it's not fair game ,you spend tons of time and money to buy sub ,and after you got killed, you are not getting anything from killed char(just claim permissions),so why should i pay money and buy a ticket into one way by knowing well i don't get any stats or skills back .Probably because it's permadeath game...hhahahaha
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Re: Permanent death (good or bad)

Postby GladiatoR » Fri Sep 25, 2015 12:50 pm

Devs want to get money from this game, but this decision doesnt increasing it. Why making something that taking money away from you?
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Re: Permanent death (good or bad)

Postby alioli » Fri Sep 25, 2015 12:51 pm

It sure is fair, it would be unfair if you didnt know what you were getting into, but it's not exactly like theyre trying to with hold information regarding permadeath..

I personally think permadeath is what makes this game, It gives a reason for everything and without it, I'd much sooner get bored of it. The permadeath is what builds the excitement and what's making me weary of players, animals and every step I take. I know that everything can and probably will kill me at some point. Permadeath brings some great stories too, that just wouldnt be as exciting if I could just get up again.
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Re: Permanent death (good or bad)

Postby Jeff » Fri Sep 25, 2015 12:59 pm

Nice mechanic, in theory.
In practice, any action that would elicit risks of having your char killed (usually criminal actions) ends up being done with alt chars to reduce risks and minimize losses.
And thus the whole system gets easily sidestepped if people want to do so.
"I'm just an humble farmer, after all"
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Re: Permanent death (good or bad)

Postby TeckXKnight » Fri Sep 25, 2015 1:04 pm

LP refunds on death were strictly bad for the game. You weren't really getting back 25% of your lp from a death due to how costs scaled it was closer to 5% of your lp. Effectively nothing. If you weren't full change and full peaceful on your character then you were going to fall so far behind everyone else that you guaranteed your death. Ultimately what it lead to were griefers and raiders who were already geared towards combat coming back from deaths faster (immediately for awhile when it was a 100% refund) while hermits, small villages, and crafters lost everything.
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Re: Permanent death (good or bad)

Postby MagicManICT » Fri Sep 25, 2015 1:08 pm

It's just "Haven" or "H&H". "Hafen" was just the devs' way of refering to a new world that was significantly different from the old.

If you want a non-permadeath game, there's a ton of them out there to play. Many of us are here because it's (relatively) permanent. Good riddance to getting stats back. You got your claim and anything on it, such as high quality food and industry. Salem has proven it takes little time to replace a lost fighter with 0 stat inheritance, and the system here is simplified compared to Salem.

I've died I don't know how many times to bugs (only once to another player), but it has never stopped me. Such is life in an eternally alpha game. If I quit playing, it's due to boredom at the time, and I've been known to come back (to a raided base) and start right back up again.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Permanent death (good or bad)

Postby DDDsDD999 » Fri Sep 25, 2015 1:49 pm

There should definitely be some sort of ancestral worship system. I wouldn't say the einher prayer was all bad, a lot of it was the tradition slider.
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Re: Permanent death (good or bad)

Postby Orcling » Fri Sep 25, 2015 2:15 pm

GladiatoR wrote:words


If your pvpers couldn't even handle wildlife, they would have died the moment they entered combat with any player faster than france surrenders to their enemy.

That aside, the system is very fair.
"Oh noes i lost everything when i got killed by someone now i'll never catch up!" is not a good excuse. He could have died too. The risk is the same for everyone.
If you're afraid you're gonna quit when you die in a permadeath game, then this simply wasn't the game for you. If you got LP back after death, it wouldnt be 'permadeath'. It'd be just 'death but you lose some of your experience/learning points'.

The way it is right now is fine.
They need to fix/balance this shitty ass combat system though.
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Re: Permanent death (good or bad)

Postby Procne » Fri Sep 25, 2015 2:18 pm

Orcling wrote: "Oh noes i lost everything when i got killed by someone now i'll never catch up!" is not a good excuse. He could have died too. The risk is the same for everyone.

I don't think that's how it works in permadeath games ^^
Usually the side initiating combat does that when it's sure it's going to win.
Any risk means people port or run back to hide behind walls ^^
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