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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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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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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. |
| 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. |
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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. |
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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. |
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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. |
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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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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. |
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 ^^|
Originally Posted by Charrbane
Wow that would suck harder than a vacuum cleaner in space.
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