Tyger42

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  1. Tyger42

    Death penalty

    Quote:
    Originally Posted by Bad_Influence View Post
    Surely someone as elite as you knows the abbreviation for points of damage.
    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....
  2. Tyger42

    Death penalty

    Quote:
    Originally Posted by Bad_Influence View Post
    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.
    What the #$%^ is a "pod"?

    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...
  3. Tyger42

    Death penalty

    Quote:
    Originally Posted by Steel_Shaman View Post
    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.
    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'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. ><
  4. Tyger42

    Death penalty

    Quote:
    Originally Posted by Bad_Influence View Post
    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
    Oh, hey, let's pick one specific example and try to use it as a universal rebuttal for my statement!

    ROFFLE
  5. Tyger42

    Death penalty

    Quote:
    Originally Posted by Samuel_Tow View Post
    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.
    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.

    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.
    Seriously? That game's penalty was trivial. Hell, I played for a couple years before I even noticed it, and only then because someone happened to mention it to me.

    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?
    Given that this is a multiplayer game, what makes you think that other people not learning to improve themselves doesn't affect me? When I'm grouped with a reckless zerg-minded player, you can be sure his not learning better is affecting me. When another player is on my team, it becomes my businesses right away.
  6. Tyger42

    Death penalty

    Quote:
    Originally Posted by Samuel_Tow View Post
    Actually, I read it more as saying: "I want to make sure your death hurts you so much that you won't dare play badly on MY team, or you'll have quit the game before you joined MY team."
    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".
  7. Quote:
    Originally Posted by ArcticFahx View Post
    No, it's the exact opposite of Calvinball. The idea behind Calvinball i that you make up rules on the fly. Steelclaw's tournament has extremely strict rules with no leeway or loopholes.
    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.
  8. Quote:
    Originally Posted by Avalar View Post
    I normally lurk on the forums here, but I just had to say this--
    Did Steelclaw just create the Calvinball of CoX?
    *Snrk* Sounds like it. Sounds like he has a -LOT- of free time, too. Not saying that's a bad thing, but wow...
  9. Tyger42

    Death penalty

    Quote:
    Originally Posted by Razoras View Post
    In one specific instance, yes. If you want to stretch it to all death in said game as meaningless, you're going to need to come up with more anecdotes.
    WHo said one specific instance? People do it in that game on a regular basis.
  10. Tyger42

    Death penalty

    Quote:
    Originally Posted by Vanden View Post
    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.
    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.
  11. Tyger42

    Death penalty

    Quote:
    Originally Posted by Oathbound View Post
    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).
    The point is, when it's regarded as just "free transportation", it shows how meaningless death is in the game.


    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!)
    Real staggering technological achievement right there.
  12. Tyger42

    Death penalty

    Quote:
    Originally Posted by Memphis_Bill View Post
    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?
    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.... ).

    Remember, sparky, you got hostile with me without due cause. Now shut up and sit down. We're done, whether you are or not.
  13. Tyger42

    Death penalty

    Quote:
    Originally Posted by Memphis_Bill View Post
    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.
    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.
  14. Tyger42

    Death penalty

    Quote:
    Originally Posted by Vanden View Post
    Dying is its own penalty. It really is. One thing that game developers should know is that players hate to lose control of their character. Death does that rather well.
    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...
  15. Tyger42

    Death penalty

    Quote:
    Originally Posted by Memphis_Bill View Post
    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.
    Bill, sweetie, do read my conversation before making yourself look this stupid again, kay?
  16. Tyger42

    Death penalty

    Quote:
    Originally Posted by Memphis_Bill View Post
    I think those people have to mind their own damn business.
    When I'm on a team with them, it is "my own damn business".
  17. Tyger42

    Death penalty

    Quote:
    Originally Posted by Dispari View Post
    The point I was trying to make is, just because everyone else does it, doesn't make it a good idea.
    Doesn't make it an inherently bad idea, either. What it does do is make it worth looking at WHY they're doing it.

    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.
    Well, as I've said, I found CoH's death penalty to be fine. It's the notion that there should be none at all that I take exception too. I honestly think it's been softened up TOO much from where it started, though I'll grant the original may have been a bit much. What I definitely wouldn't want to see is EQ's xp loss and de-leveling. >< Blah. It's the difference between a stern lecture when you screw up and being kicked in the balls with a steel-toed boot.

    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.
  18. Tyger42

    Death penalty

    Quote:
    Originally Posted by Dispari View Post
    If every other genre of game jumped off a bridge, would MMOs do it too?
    Cute. But the point I was trying to make is that there's a good reason for it. Accomplishment is meaningless if there was no risk of any sort of meaningful loss to failure.
  19. Tyger42

    Death penalty

    Quote:
    Originally Posted by Aura_Familia View Post
    Team with better people. Or lower your standards for PUGs, or raise your difficulty.
    That's kinda the point of death penalties, though. When death is meaningful, it tends to encourage people to get better.

    Again, I ask, why is it so abhorrent to some people for MMOs to penalize failure when every other genre of games does so?
  20. Tyger42

    Death penalty

    Quote:
    Originally Posted by Ogi View Post
    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.
    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...
  21. Tyger42

    Death penalty

    Quote:
    Originally Posted by Razia View Post
    I still hate it that we get actually weaker when we level up. Yeah I know this isn't a big issue with IOs around anymore, but still.
    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.
  22. Tyger42

    Death penalty

    Quote:
    Originally Posted by Samuel_Tow View Post
    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.
    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..."

    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.
  23. Tyger42

    Death penalty

    Quote:
    Originally Posted by Samuel_Tow View Post
    You say that like it's a bad thing.
    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" ).
  24. Tyger42

    Death penalty

    Quote:
    Originally Posted by Dispari View Post
    Offhand I should mention my last two MMOs had really horrible death penalties.

    The first one was Ragnarok Online
    My condolences.
  25. Tyger42

    DING! Seven!

    Quote:
    Originally Posted by Chazzmatazz View Post
    Thanks for the best game I've ever played. It's like I designed the perfect game for me.
    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.