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Having been playing for 7 years, MMOs in general for 11, this is the first I've seen that abbreviation. Sorry it's so shocking that the term your little group of friends use isn't universal....
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Quote:What the #$%^ is a "pod"?Please post your global, Tyger, so the rest of us "zergers' can avoid annoying you with our inepitude when Bobcat hits our Blaster with 1500 pod per hit.
There's an answer to that, though: Keep out of melee and don't dump damage so fast you're pulling aggro off of the taunters. "Don't overburn" is a key piece of wisdom that "glass cannon" classes have held to as far back as EQ1 and farther. The "damage is king" attitude leads to some disturbingly careless playing... -
Quote:Some people are more easily frustrated than others. *Shrug* Having no death penalty can lead to people quitting because they're bored. No risk to them makes the game too trivial. So, it goes both ways. I'd be willing to bet, though, that I'd be able to turn up more people who quit over the game being too easy than you can turn up who quit over the debt being too harsh.I have a good friend that I played CoH with back during Issue 1. He cancelled his sub just after Issue 2 came out and to this day refuses to even try CoH again. Why? XP Debt. He just won't believe me when I tell him debt has been so nerfed it is a pale shadow of what he remembers.
Sometimes having a severe enough death penalty can have the opposite effect of what you want. Sometimes it leads to frustration and a cancelled sub.
I've also seen plenty of posts on this forum over the years from people who intentionally played in perma-debt because they felt leveling was too quick. >< -
Quote:Oh, hey, let's pick one specific example and try to use it as a universal rebuttal for my statement!Ah, so its a failure of learning on my part when Lord Recluse hits my Blaster for 2000 POD per hit, from 50 feet away. Good to know! I will get right on that.
ROFFLE
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Quote:Depends on how harsh the penalty is. There's such thing as going too far in EITHER direction, though. If there's no penalty for failure, then for most people, it's a non-issue. If the penalty is too harsh, yes, people will get frustrated by it. As I said before, I think CoH's system works fine. I'm just arguing with the point that you and some others seem to be trying to make that death penalties are bad in every form and that being defeated in itself is enough of a penalty. It's not, except maybe for the most dedicated players.Whereas the actual reality is that not everyone responds to penalty by trying to do better. A great many people respond by finding something else to do that doesn't penalise them.
Quote:I came to this game specifically to avoid the horrible XP loss mechanic in Diablo 2 which kept me from levelling for an entire campaign because I died more than I gained experience. The farther along I got without levelling, the harder it got.
Quote:*edit*
Incidentally, what's stopping YOU from learning from your mistakes? And if you have no problem with it, then what business is it of yours how other people handle defeat? -
When the reality is "I want death to have enough of an impact that you're motivated to learn from it rather than simply shrug it off".
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The end result is the similar, though. An excessively complicated "game" full of what seem to be completely arbitrary terms, limitations, and so on. Just lacking the spontaneity of Calvinball. If that's what he enjoys, cool, but it just boggles me that anyone COULD enjoy that.
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Quote:What I'm saying is that's not universally true. Not all players view dying as "losing", especially when there are no meaningful consequences for it. Yes, to you and other players, the death in itself may be a meaningful consequence, but to others, it's not. I just feel when it's viewed as a free teleport to save < 5 minutes of running, it indicates that the penalty isn't meaningful.No, it only means that there's no harsh penalty for defeat.
With regards to the "death express", it's a completely different context from just losing a fight. In the "free ride" example, you're willingly letting yourself be defeated. You're achieving your goal. You're still in control. When you lose a fight, you're not willingly relinquishing control of your character. It's being forcibly taken from you, because you've failed.
It's a completely different thing to be sitting at your desk with a pencil and paper trying to objectively quantify a proper punishment for losing, and actually experiencing that loss yourself. You think that just because the player suffers no numerical loss for defeat, it's meaningless, but the player sees it differently; he lost, he died. And players hate to lose. -
Quote:The point is, when it's regarded as just "free transportation", it shows how meaningless death is in the game.That's different from Death in combat. You aren't trying to accomplish anything (other than move back to your bind point/the hospital/what have you).
Quote:GW2 actually won't have a death penalty at all. The Devs laid that out in one of their articles month ago. (Plus you'll be able to JUMP!) -
Quote:ANd provided examples of games that do penalize death ( by making you start over from your last save, which means all the progress since was lost. Which, by the way, I listed specifically as an example of the way other games penalize death ) and spouting some delusion about them not having a penalty. And before that part? You gave me some tripe about how death penalties would make players quit games ( which, funnily enough, is never given as a reason for quitting when people make "I quit" rants.... ).Did I respond supporting "no penalty at all?" Or was I replying to the "Other genres have a penalty" bit - you know, the thing I quoted?
Remember, sparky, you got hostile with me without due cause. Now shut up and sit down. We're done, whether you are or not. -
Quote:In all those games, the penalty is lost time/progress. Without the debt in CoH, you could pop a wakie ( or have a team member rez you ) and keep on going without any real loss.Stupid? You're the one going "Other genres of games penalize you, why don't MMOs?" in this portion of the conversation. (Paraphrased.)
Meanwhile - hmm.
Portal 2: No penalty other than starting over, and if it's too far back, you can start from where you left off.
Most RPGs: Save games. maybe you wander around a bit. Bypassing any penalty other than a bit of time... rather like an MMO.
Flight sims - You crash. You start over from a save, or are starting over from a point partway through.
Driving/racing sims - Crash? Most start you within a few feet of where you crashed.
RTS - Again, save games. Or you start from the beginning or a predetermined point. -
From what I've seen in the few other MMOs with lighter penalties, it's obvious NOT its own penalty. In Rift, for instance, I've seen players using "suicide" as a free teleport...
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Quote:Bill, sweetie, do read my conversation before making yourself look this stupid again, kay?Or frustrate them and make them quit. "Here, you died, now you're WEAKER and get to try the same thing!" is irritating beyond measure.
Let me load from my save... oh. MMOs don't have that? Most every other genre of games has it. Why shouldn't an MMO?
And COH *does* penalize. It slows your leveling for a short time. That's perfectly fine. Going farther than that does nothing but get *irritating,* into "You're not getting my $15/mo any longer" territory. Given an MMO's goal is "Keep people playing long enough to keep paying the publisher/studio money every month," I'd say not irritating and driving away customers is a pretty big goal. -
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Quote:Doesn't make it an inherently bad idea, either. What it does do is make it worth looking at WHY they're doing it.The point I was trying to make is, just because everyone else does it, doesn't make it a good idea.
Quote:I think you'll find a lot of people playing CoH who can still muster accomplishment out of the game even if they don't lose significant and/or effort work when they die. I think it would be terribly boring if the only way to measure accomplishment is the act of not dying. Fortunately, our playerbase and developers are far more creative than that.
But, like I said, a meaningful penalty to failure encourages improvement. Without one, people tend to get too careless in regards to risks. If there's no chance of losing anything, why plan ahead and think about what you're doing. And I kinda think when death isn't penalized at all, they may as well just be handing you the xp and drops and such. -
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Quote:That's kinda the point of death penalties, though. When death is meaningful, it tends to encourage people to get better.Team with better people. Or lower your standards for PUGs, or raise your difficulty.
Again, I ask, why is it so abhorrent to some people for MMOs to penalize failure when every other genre of games does so? -
Quote:I think for a lot of people, the concern is more about motivating other people than themselves. It can get frustrating ending up on too many teams where the attitude of the whole team is to just barrel on in carelessly and if you die, "Oh well...". Zerg tactics are only entertaining for so long...For anyone that actually wants these penalties they're already in-game.
Permadeath: Log out, hit delete, type dead character's name, hit the button.
Limited Lives: Only resurrect if you have a respec to spend. Don't reslot any enhancements if you want to corpse run.
Full Body Looting: After death replace some or all enhancements with TOs, delete all or some salvage.
Death Debuff Penalty: Replace some enhancements with TOs after death, if all enhancements are TOs replace those with the least useful enhancement they'll take.
If you *really* want the penalties they are there, thankfully they are entirely optional so everyone that got tired of them in every other mmo can continue to play without those annoyances. -
Hmm, I dunno. The base values of most of our powers go up at the same time as the classic enhancements' values go down. There's also a change in hit and damage penalties/bonuses. So, against a 40 mob, we're more effective at 41 than we were at 40 even after the change in SO contributions. So, I wouldn't say we're becoming weaker at all.
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Quote:But things going horribly wrong is meaningless if there are no consequences. With no consequences, risk is irrelevant. Every game has consequences for failure. In some, you're one step closer to "game over" ( Or flat-out "game over" on the first death ). In others, you're reverted back to your last save. In still others, you "respawn", losing everything that you gained before you died. Why is the idea of an MMO having consequences for failure so intolerable to some people? And I mean consequences that go beyond "Oh, darn, I died. Oh well..."I don't WANT motivation to choose my battles carefully. I want motivation to be brave and dive into trouble head-first, confident that I will win, or at the very worst I will get to try again. I don't want to be cautious and afraid of mistakes or failure. There's nothing duller in this game than having to play chess with the mission and power designers.
The most fun City of Heroes ever gets is when things go horribly wrong.
As the old saying goes "nothing ventured, nothing gained". It sounds to me like you want "nothing ventured, everything gained". May as well just add a god mode code and have done with it. -
It is. With no motivation to choose your battles carefully, the content becomes trivial. Rather than considering "What's the best way to take down that target while avoiding as many deaths as possible", a team becomes "throw people at it pouring all-out DPS until it dies. If you die, just respawn and run back in" ( aka "zerg fests" ).
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THis. I drift away to other games from time to time, but something about CoH always brings me back. Part of it is the modern setting makes for a nice RP change from the glut of fantasy games, but that's not all of it.