When you die, you are dead
Bord
This is a proposal for what should happen when your character gets killed. The character should respawn at the city where it left. Money and goods collected on the mission is lost. You should start over. If the rest of the team succesfully ends the mission, they get less xp points because of teammates getting killed. They can however give goods and money to the fallen comrades in exchange for xp points.
Nobody can ressurect. You can once regain your health and energy. Monks should perhaps have extra strong healing capabilities and defending skills.
What is wrong with the system as it works now? Dying makes you now weaker; it is in fact not dying but getting wounded.
Dying should at least have an aspect of failure so that you have to start over. It would also attribute to better teamwork and -tactics.
Nobody can ressurect. You can once regain your health and energy. Monks should perhaps have extra strong healing capabilities and defending skills.
What is wrong with the system as it works now? Dying makes you now weaker; it is in fact not dying but getting wounded.
Dying should at least have an aspect of failure so that you have to start over. It would also attribute to better teamwork and -tactics.
Lost
This would be a great way to drive away most players. It is already difficult to find good players to form a group but with this idea the game would be doomed because I highly doubt any pick-up groups would be death free on the more difficult missions. The result:
One second of lag, oops, start the hour long mission over.
The griefers would have a field day as it would be a million times easier to ruin a mission.
Grind increased by 99999999999999999%.
The usual chatter of cussing and "OMG NOOB1111" will be increased a thousand-fold.
99% of players leave the game.
Guild Wars shuts down.
Somewhere out there someone who just bought their Fissure Armor begins to cry.
One second of lag, oops, start the hour long mission over.
The griefers would have a field day as it would be a million times easier to ruin a mission.
Grind increased by 99999999999999999%.
The usual chatter of cussing and "OMG NOOB1111" will be increased a thousand-fold.
99% of players leave the game.
Guild Wars shuts down.
Somewhere out there someone who just bought their Fissure Armor begins to cry.
Aniewiel
I can't go along with this and agree with you, Lost. It would indeed make the game a 'grind' for those of us who are sticking with it as it is now. I can't imagine the horrors that would result from this.
Charrbane
Wow that would suck harder than a vacuum cleaner in space.
Feli
Not everyone likes the hardcore idea.
I don't like it as well. Just take the later missions, sometimes the enemies spam so much damage so fricking fast on one person not even 7 monks constantly spamming heals could keep him alive for more then 10 seconds.
And it would not encourage teamwork and stuff like that. Most assuredly not because people would leave at the first sign of failure. Someones loses more then 50 % health? You'll have a leaver. Someone aggroed one mob too much? Leaver. If it would do anything it would put more pressure on the players and i can really imagine it would be just like in Tombs.
"What is your rank?"
"Rank is 3"
"Shut up noob, go and die" - kicked from Team
"Teamspeak?"
"no" - kicked from Team
"What rank is your guild?"
"Around 1000" - kicked from Team
"Do you have Skill xyz with you?"
"Nah, doesn't suit my build" - kicked from Team
"wtf, you're a mesmer/ranger/necro" - kicked from Team
"What attribute is your ele?"
"Water/Fire/Earth" - kicked from Team
I don't like it as well. Just take the later missions, sometimes the enemies spam so much damage so fricking fast on one person not even 7 monks constantly spamming heals could keep him alive for more then 10 seconds.
And it would not encourage teamwork and stuff like that. Most assuredly not because people would leave at the first sign of failure. Someones loses more then 50 % health? You'll have a leaver. Someone aggroed one mob too much? Leaver. If it would do anything it would put more pressure on the players and i can really imagine it would be just like in Tombs.
"What is your rank?"
"Rank is 3"
"Shut up noob, go and die" - kicked from Team
"Teamspeak?"
"no" - kicked from Team
"What rank is your guild?"
"Around 1000" - kicked from Team
"Do you have Skill xyz with you?"
"Nah, doesn't suit my build" - kicked from Team
"wtf, you're a mesmer/ranger/necro" - kicked from Team
"What attribute is your ele?"
"Water/Fire/Earth" - kicked from Team
RTSFirebat
Quote:
Originally Posted by Aniewiel
I can't go along with this and agree with you, Lost. It would indeed make the game a 'grind' for those of us who are sticking with it as it is now. I can't imagine the horrors that would result from this.
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In most Online-RPG games, death results in armor degen, XP loss, item loss, corpse looting, body camping, the list goes on.
Also half the missions and quests in this game cannot be done without dying at least ONCE or twice, which is why the current system allow DP to be reduce via XP gain.
This idea would for once make a lot of people upset, me included, and go against one of the things which makes GW different from the loads of RPG type games already out.
Why would anyone want to make this game more grind and annoying?
Stayfrosty
Honestly what were you thinking.. so hrm in pvp if there was a team trying to take the HOH they are expected to flawless it and if they dont they lose their player for the rest of the match???
And... your statement about improing monk heals.. [sarcasm/] Yes lets make the character that can solo the easyest and can already heal most people for 40% of their life in one shot able to heal 100% of their life for 7 energy (boon + word) so that if 8 players were attacking them he could just heal himself forever [/sarcasm]
And... your statement about improing monk heals.. [sarcasm/] Yes lets make the character that can solo the easyest and can already heal most people for 40% of their life in one shot able to heal 100% of their life for 7 energy (boon + word) so that if 8 players were attacking them he could just heal himself forever [/sarcasm]
viet
this idea has potential but GWs is for casual gamers.
lvl 20 would be harder to reach. most would get frustrated but hardcore peeps would embrace more death penalty.
lvl 20 would be harder to reach. most would get frustrated but hardcore peeps would embrace more death penalty.
prankster
So all you have to do is get one rude monk and your screwed.
viet
thats what makes it interesting & challenging.
u have to admit its way to easy to get to lvl 20
u have to admit its way to easy to get to lvl 20
Zoin34
That would destroy most of the guild war bases like when u have a guild war once u reach 60% your dead for good.... so if you wanna have a permenant death go start a guild battle reach 60% and feel helpless as the other team pwns your guild lord.
Ari Veyes
Not a very good idea. What happens if you're in a party and someone in the team finds an uber gold max dmg weapond.That someone is gonna map out in order to put his item in the storage and the rest of the team is screwed.
Sanity
If Guild Wars would be what you said I wouldn't play it.
Kha
Quote:
Originally Posted by Sanity
If Guild Wars would be what you said I wouldn't play it.
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Argon The Seeker
If this was made. I would leave GW and tell everyone I ever saw to never play it, or buy it.
Tactical-Dillusions
I too disagree. It would effectively rewrite the majority of the game concept and force dozens of gaming websites to delete and rewrite reviews.
First review...great game, go buy it.
Second review...Save yourself $50
I wouldn't mind paying for armour repairs, although i can imagine some PUG members screaming "I'm not fighting because i have 0 gold for repairs!"
The death system as it stands is great. It's easy to restore full health if you watch what your doing and it only becomes a problem if you let things slide further.
It's the PUG members who insist on taking more damage after a res instead of staying back to rid themselves of the DP that needs a rethink.
First review...great game, go buy it.
Second review...Save yourself $50
I wouldn't mind paying for armour repairs, although i can imagine some PUG members screaming "I'm not fighting because i have 0 gold for repairs!"
The death system as it stands is great. It's easy to restore full health if you watch what your doing and it only becomes a problem if you let things slide further.
It's the PUG members who insist on taking more damage after a res instead of staying back to rid themselves of the DP that needs a rethink.
Racthoh
Never. It's bad enough I have to wait in camp for monks to group up, but no longer would two be enough in the FoW. You'd need like four a monks to prevent anyone from ever dying.
Eww, yuck, never. I would quit as many would.
Eww, yuck, never. I would quit as many would.
Shadow_Avenger
The only thing I would like to see to do with death pens etc, is that insta tp to city was locked once you in a mission or adventure areas.
You could warp to any town you have found from a town, but not mid mission or mid adventure area. If you wanted to quit out of an area you would either have to back track to the town you entered the area from , or log. In the case of missions if you have -60% then you can quit to start.
The warping to towns is intergral to the game and I can never see it being removed, but it also makes the gameworld feel smaller and actually takes away a feeling of traveling from the game.
If they could amend it, make it zone related. i.e. Ascalon, Shiverpeaks, Kryta etc and have a port town in each are that you could then go to the next zone through for a fee or walk for free. i.e. to get to kryta I would either pay 500gp at becons perch and tp or I would have to walk the area.
Once in a zone I could TP to any area within that zone instantly.
Perhaps make the port towns increase fee's based on areas, i.e ascalon 50gp. shiverpeaks 100gp etc then the desert 1000gp, southern shiverpeaks 5000gp.
This system wouldn't stop insta travel, it would be a viable money sink, and would make the world feel bigger, i.e I would have to travel through 6+ port towns to get from one side of the world to the other.
They could have dragnors Forge as a major Port with boats to the desert and the fire chain isle. They could make it so that this is the only way to travel to those areas outside of the story line. They could then make these areas alittle more unique.
Have them as elite skill hotspots, increase the drop rate in those areas for end chapter gameplay.
You could warp to any town you have found from a town, but not mid mission or mid adventure area. If you wanted to quit out of an area you would either have to back track to the town you entered the area from , or log. In the case of missions if you have -60% then you can quit to start.
The warping to towns is intergral to the game and I can never see it being removed, but it also makes the gameworld feel smaller and actually takes away a feeling of traveling from the game.
If they could amend it, make it zone related. i.e. Ascalon, Shiverpeaks, Kryta etc and have a port town in each are that you could then go to the next zone through for a fee or walk for free. i.e. to get to kryta I would either pay 500gp at becons perch and tp or I would have to walk the area.
Once in a zone I could TP to any area within that zone instantly.
Perhaps make the port towns increase fee's based on areas, i.e ascalon 50gp. shiverpeaks 100gp etc then the desert 1000gp, southern shiverpeaks 5000gp.
This system wouldn't stop insta travel, it would be a viable money sink, and would make the world feel bigger, i.e I would have to travel through 6+ port towns to get from one side of the world to the other.
They could have dragnors Forge as a major Port with boats to the desert and the fire chain isle. They could make it so that this is the only way to travel to those areas outside of the story line. They could then make these areas alittle more unique.
Have them as elite skill hotspots, increase the drop rate in those areas for end chapter gameplay.
BrokenSymmetry
The death penalty system in Guild Wars is fine as it is. In fact, they should go even further, and implement the same resurrection mechanism of the explorable areas for the missions too. Too many people get sick of the missions because they have to repeat the easy part of a mission again and again, only to fail at the "hard" part of the misison.
smitty-gw
I agree, the OP's suggestion would be detrimental to the community. It would be nice, however, if you could see the number of deaths of other players. This would be a nice feature to aid in the selection of group members for missions.
Kha
Quote:
Originally Posted by smitty-gw
It would be nice, however, if you could see the number of deaths of other players. This would be a nice feature to aid in the selection of group members for missions.
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Plommon
id probably be bashing my computer to shards if this was implemented
Caelus The Fallen
Quote:
Originally Posted by Charrbane
Wow that would suck harder than a vacuum cleaner in space.
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Surely a vacuum in a vacuum wouldnt really make much difference...?
Doesnt anyone care enough to make realitic analogies thes days?
Am I a mental?
Arcador
I suggest ONLY certain areas to get that rule:
For example bonus areas with higher % loot gain - so you lose all your loot if your team dies OR you leave the mission.
For example bonus areas with higher % loot gain - so you lose all your loot if your team dies OR you leave the mission.
supertramp
Quote:
Originally Posted by Charrbane
Wow that would suck harder than a vacuum cleaner in space.
|
spiritofcat
Here's an idea, what if when you died, your character was gone forever and you had to start again from pre-searing?
Seriously, Guild Wars' death system is much better than the system you're describing, and the systems already existing in games like Diablo 2 and WoW.
Seriously, Guild Wars' death system is much better than the system you're describing, and the systems already existing in games like Diablo 2 and WoW.
Jigs
Quote:
Originally Posted by spiritofcat
Here's an idea, what if when you died, your character was gone forever and you had to start again from pre-searing?
Seriously, Guild Wars' death system is much better than the system you're describing, and the systems already existing in games like Diablo 2 and WoW. |
The hell! dou you mean that if your character died, you have to start all over again. What if you are almost done with the mission and u died, u have to grind again to regain all what was lost
KelvinC
Quote:
Too many people get sick of the missions because they have to repeat the easy part of a mission again and again, only to fail at the "hard" part of the misison. |
If people spent days of playing but made a mistake and force them to start over. After serval times they will quit the game and tell their friends not to buy it.
People won't buy a game that frustrate them.
Cyan
Quote:
Originally Posted by Shadow_Avenger
The only thing I would like to see to do with death pens etc, is that insta tp to city was locked once you in a mission or adventure areas.
You could warp to any town you have found from a town, but not mid mission or mid adventure area. If you wanted to quit out of an area you would either have to back track to the town you entered the area from , or log. In the case of missions if you have -60% then you can quit to start. The warping to towns is intergral to the game and I can never see it being removed, but it also makes the gameworld feel smaller and actually takes away a feeling of traveling from the game. |
SOT
Quote:
Originally Posted by Bord
This is a proposal for what should happen when your character gets killed. The character should respawn at the city where it left. Money and goods collected on the mission is lost. You should start over. If the rest of the team succesfully ends the mission, they get less xp points because of teammates getting killed. They can however give goods and money to the fallen comrades in exchange for xp points.
Nobody can ressurect. You can once regain your health and energy. Monks should perhaps have extra strong healing capabilities and defending skills. What is wrong with the system as it works now? Dying makes you now weaker; it is in fact not dying but getting wounded. Dying should at least have an aspect of failure so that you have to start over. It would also attribute to better teamwork and -tactics. |
Ultimate_Gaara
Quote:
Originally Posted by Bord
This is a proposal for what should happen when your character gets killed. The character should respawn at the city where it left. Money and goods collected on the mission is lost. You should start over. If the rest of the team succesfully ends the mission, they get less xp points because of teammates getting killed. They can however give goods and money to the fallen comrades in exchange for xp points.
Nobody can ressurect. You can once regain your health and energy. Monks should perhaps have extra strong healing capabilities and defending skills. What is wrong with the system as it works now? Dying makes you now weaker; it is in fact not dying but getting wounded. Dying should at least have an aspect of failure so that you have to start over. It would also attribute to better teamwork and -tactics. |
DrSLUGFly
I will be the only one to support this proposition... and even then, only in part. I don't like the idea of losing the res (this is also a strategy that comes into play on a lot of quests/missions... especially when resses are limited and there are barriers along the path to the dead).
It would be kind of neat if there was a hardcore server though, where when you died you returned the outpost minus your team. I would definately sacrifice one of my characters to be able to play on the Hardcore Server.
It would be kind of neat if there was a hardcore server though, where when you died you returned the outpost minus your team. I would definately sacrifice one of my characters to be able to play on the Hardcore Server.
Madjik
Quote:
Originally Posted by Jigs
The hell! dou you mean that if your character died, you have to start all over again. What if you are almost done with the mission and u died, u have to grind again to regain all what was lost
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At anyrate, I do not support this idea unless a seprate server of some kind was setup specifically for hardcore players, since it kinda goes against the grain a.net was trying to establish in the first place.
Aaaaagh
Wow, this is one idea I have no support for what so ever. I wouldnt mind if they made a hardcore option, cause I simply wouldnt do it. But if they changed GW to fit this system, I simply wouldnt play.
I like the way it is now, its not mean to be super tactical hard PvE. Sounds like players who like this type of idea would be better off playing Mario.
I like the way it is now, its not mean to be super tactical hard PvE. Sounds like players who like this type of idea would be better off playing Mario.
shady_knife
Quote:
Originally Posted by Charrbane
Wow that would suck harder than a vacuum cleaner in space.
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dansamy
Quote:
Originally Posted by spiritofcat
Here's an idea, what if when you died, your character was gone forever and you had to start again from pre-searing?
Seriously, Guild Wars' death system is much better than the system you're describing, and the systems already existing in games like Diablo 2 and WoW. |
Rayea
well, if the OP likes that type of game, go play Neverwinter Nights, and use the old Fraghause Krynn server.
after level 3, there was a sertain persentage that your chars death was a 'perma-death' and that server is one that when you die, your gear, your items, cash and clothes...everythign infact, is dropped where you died at, and then you have to run back form the starting area to get your stuff, only to find that some *nice person* has taken everything you had....
definately, not signed i hated that stuff and im not going to play that way again unless im majorly compensated for such *&$* with other in game stuff like houses and crop farming and animal breeding and so on ^^
after level 3, there was a sertain persentage that your chars death was a 'perma-death' and that server is one that when you die, your gear, your items, cash and clothes...everythign infact, is dropped where you died at, and then you have to run back form the starting area to get your stuff, only to find that some *nice person* has taken everything you had....
definately, not signed i hated that stuff and im not going to play that way again unless im majorly compensated for such *&$* with other in game stuff like houses and crop farming and animal breeding and so on ^^
hahman14
Quote from the Comicbook guy, "Worst episode, ever!"
shadow_wolf323
Quote:
Originally Posted by Charrbane
Wow that would suck harder than a vacuum cleaner in space.
|
Diomedes
Quote:
Not very hard? Surely a vacuum in a vacuum wouldnt really make much difference...? Doesnt anyone care enough to make realitic analogies thes days? Am I a mental? |
-Diomedes