If your first MMO was a modern themepark MMO, you might not realize that a corpse run and a small repair bill are fairly light penalties for death. In Ultima Online
, if you couldn't make it back to your body in time, a devious player (or mob) might come along and relieve your corpse of its loot. If you were a murderer, you'd even lose stats! Your gear was safer in EverQuest
, but you'd lose experience, and you'd still have to run from your bind spot back to your body, assuming it wasn't in such a dangerous place that you needed a Necromancer to summon it. And games like Asheron's Call
and City of Heroes
once had experience penalties so harsh that it was possible to cripple a character so much that you might as well just reroll.
MMOs are torn between wanting to make death feel meaningful enough that people are careful but not so punitive that players would rather log out than recover. What do you think is the ideal death penalty for an MMO?
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