death-penalty

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  • Diagram shows real-world cost of losing ships in EVE Online

    by 
    Brendan Drain
    Brendan Drain
    02.08.2010

    Whether you play EVE Online or not, the chances are you've read a lot about the harsh, cut-throat universe of New Eden. Alliances routinely clash over territorial disputes, spies work to destroy organisations from the inside and death is an inevitability. While dying in most MMOs means respawning at some far-away camp and having to repair your gear, death in EVE is a somewhat more vicious affair. When your ship is destroyed, whether it's by NPCs in a particularly tough mission or pirates hunting in a low security system, it's gone for good. While insurance will provide a sum of ISK to help with the loss, you'll need to re-buy a new ship and all the equipment that went on it. This would be like having to buy a new set of armour every time you die in World of Warcraft; a scary notion. For the denizens of New Eden, losing a ship is a strictly in-game financial loss but for those that don't play EVE the scale of those losses can be hard to grasp. Jump On Contact tackled this issue head-on recently with a handy chart showing the rough value of EVE ships in both ISK (the in-game currency) and US Dollars. The prices show the sheer scale of the losses incurred in large battles and are based on a player buying game time codes for cash to be sold in-game for ISK. A fully geared battleship, one of the most common types of ship for players to own in the game, comes out as being worth approximately $10 US Dollars. Most ships fall somewhere between $1 and $13 but perhaps most shocking is the price of a fleet-ready titan, which is estimated at $7600. The next time you hear about a titan being killed or a fleet of capital ships being wiped out, perhaps this chart can help show the sheer scale of that loss.

  • The Daily Grind: What death do you usually not talk about?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.25.2009

    Characters die. It's not usually a permanent thing, but MMOs are kind of built on the premise that your character is going to die at some point, since something hitting you until you hit zero hit points and then wandering off out of boredom removes the flavor of the game. More often than not, when you die, there's no real shame involved. It's just a muttered curse word at worst and then whatever you have to do to get back into the game again, ranging from running back to your corpse to trying to get your level back to apologizing to that megacorporation. However, there are certain deaths -- getting eaten by a goobbue, for instance -- which you privately agree to just not talk about. What death do you remember that's so embarassing, silly, or unnecessary that you normally don't mention it? Maybe you really should have known better beforehand, maybe you just find the circumstances too humiliating, or maybe it still makes you annoyed to even think about it. Whatever the case, today is the day to share your death stories -- and we've all got them. What's the story you wouldn't tell on any other day?

  • The space after death in Allods Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.22.2009

    To be or not to be, that is the question -- whether 'tis nobler in Allods Online to suffer the slings and arrows of outrageous aggro, or to take up arms against a sea of mobs, and by opposing, end them. To die, to sleep -- to sleep, perchance to enter Purgatory. Aye, there's the rub -- for in that sleep of death what penalties may come when we have shuffled off this mortal server must give us pause. The most recent bit of news out of Astrum Nival's upcoming free-to-play MMO Allods Online concerns the nature of death, and what better way to discuss that then touching upon Hamlet? Well, perhaps actually talking about it. The short version, however, is that the inhabitants of the game consider death as a fairly irrelevant situation altogether. Elves, for instance, view it as an opportunity to create a particularly beautiful moment of their lives. Orcs take it in stride, much like losing a match of goblinoball, in the sense that there will always be another match. The reason for this rather lackadaisical attitude toward that undiscovered country from which no traveler returns is detailed in the latest bit of news, as well as gameplay effects of passing on in the game. Though reading more is not an enterprise of great pitch and moment, lose not the name of action and take the time to read it.

  • Black Prophecy Q&A explains weapon systems and combat

    by 
    James Egan
    James Egan
    08.27.2009

    Black Prophecy is one of the ship-based science fiction MMOs we see on the horizon, but at the same time we're not sure how long it will be before we can play it. As the game's developer, Reakktor Media, seeks a publisher, they've been dropping details about Black Prophecy here and there. Some of the info we've read comes from their "Behind the Scenes" series of in-house Q&As. The latest is with Black Prophecy's Creative Director Timo Krahl and Art Director Nick Ebenhoch. The Q&A covers a fairly wide range of topics, from the various space station interiors players will see depending on which station feature they're using at the time, to death penalties. While there will be no permadeath in Black Prophecy, the ships players fly will take damage in a modular system. Timo says, "A ship gets 'disassembled' slowly during a fight, single ship parts can be destroyed and alter the overall values of the ship -- a ship with only one engine will become slower -- if you lose a wing the attached weapons won't be available anymore."

  • The high cost of rez sickness

    by 
    Mike Schramm
    Mike Schramm
    05.15.2009

    Lotonero got his thread locked because he posted it in the wrong forum, but he makes an interesting point: rez sickness costs are higher than ever. Death costs are already pretty high -- when you're dressed in greens and blues it's not much of a problem, but get yourself down to red on some high-level epics, and see if you don't wince when you hit up the repair vendor to pay the piper. But rez sickness costs are even worse -- they affect durability on all of your items, even those you're not wearing, and so when a dual-specced healer or tank with two or even three sets of gear goes rez-sick, the amount they have to pay goes through the roof.Now, you might think what I thought: if you're carrying around that much epic gear, then a) why are you dying, and b) why are you rezzing from a spirit healer? But Wryxian, right before sending Lotonero packing to the suggestions thread, throws in his own two cents: "Maybe not." Maybe Blizzard might consider it -- dual specs wasn't around when they originally thought up the cost of rez sickness, and maybe since many players are carrying around two sets of gear now, it's due for another look. I didn't think the Hearthstone cooldown needed a nerf either, but we got that anyway.So maybe it's something for Blizzard to think about. My guess is that most players will not think it's worth the change -- gold is flowing so freely nowadays and the death penalty is so cheap (back in the EQ days, we used to lose XP or even levels) that it's not a big deal, especially when you choose to go rez sick. But it's true that this is one of the game's oldest mechanics, so maybe it's time to take a critical look.

  • Anti-Aliased: Yu rack disriprine

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.18.2009

    A few nights ago, I was in one of the worst pick-up groups I have ever seen. It was World of Warcraft, we were in Halls of Lightning, and we had opened up with a dramatic wipe on the first boss. (He wasn't even in his powered mode, which surprised me.)Valiantly, we tried the battle again, but found the same effect. Everyone looked like they had enough gear -- I had done that boss with "worse" people backing me up. Of course, while I was pondering that, the squabbling had already begun in the party. Priest blames hunter, hunter blames mage, mage blames paladin, then the paladin stops pondering why we were failing, realizes people were blaming her, and becomes flustered that someone would actually blame her for the wipe. Meanwhile, the rogue sat in stealth and went afk. Perfect party dynamics.Before long I found myself outside of Halls of Lightning again, sitting on the steps in my pristine holy plate armor. I held up a sign that said, "Will tank 4 food," while I kept up hopes that another party would take me in. (Note: Apparently Game Informer used "Will tank 4 food" in their latest magazine, which just read 5 minutes ago, well after this article was completed. Scary.)Party dynamics seem to be on the decline, but why? Pick-up groups were always a scary prospect, but lately they seem to have become something entirely more nightmarish. What the heck has changed?

  • EVE Evolved: Is EVE Online's death penalty really that harsh?

    by 
    Brendan Drain
    Brendan Drain
    12.07.2008

    Everyone knows that the death penalty in EVE Online is harsh but is it really as bad as we make it out to be? Is losing a ship really a devastating blow or does the emotional factor of losing something we've put care and attention into make us exaggerate the loss? Since EVE's gameplay is focused entirely on piloting ships rather than walking around with your character, we can get very attached to our ships and feel a great sense of loss at their destruction. It can be hard to keep in mind that our ships in EVE are just tools, which can make their loss feel a lot harsher than it should be. Is this the fault of the player for getting attached to their ship or of the game design for not encouraging us to form attachments with our characters instead?In this brief article, I discuss some of the golden rules of EVE used to minimise the death penalty and ask whether our perceptions of EVE Online's death penalty are really that accurate.

  • EVE Evolved: The cost of failure, part 2

    by 
    Brendan Drain
    Brendan Drain
    10.12.2008

    As before, this doesn't hold true in EVE Online, where the quality of equipment is a relatively small factor in the outcome of PvP. The main factor in the outcome of PvP is skill, and not the type on your character sheet. Joining a good player corporation that specialises in PvP and learning from them will provide a bigger boost to your effectiveness in PvP than equipment ever could.

  • EVE Evolved: The cost of failure

    by 
    Brendan Drain
    Brendan Drain
    10.12.2008

    The harsh death penalty in EVE Online is something that's talked about a lot. I even touched on the issue myself when I compared EVE Online's style of PvP to Age of Conan and when I investigated the phenomenon of suicide ganking. In EVE, your ship being destroyed means millions of your hard-earned isk is flushed down the drain. If you're unlucky enough not to get away in your escape pod, you'll be killed and recloned, costing yet more isk and destroying any expensive implants in your head. The brutal death penalty associated with PvP in EVE is responsible for putting a lot of players off playing the game but is the taste of death really as bitter as people make it out to be?In this article, I examine the cost of defeat in PvP and how to minimise these costs without ruining your PvP performance.

  • E308: Matt Wilson briefs us on the state of The Agency

    by 
    Krystalle Voecks
    Krystalle Voecks
    07.21.2008

    We had a fantastic chance to talk with Matt Wilson about The Agency during E3. While a great deal of the footage they showed was largely identical to the footage we'd previously seen, many of Matt's insights about the direction they're taking The Agency in were quite illuminating. From PvP to operatives to vehicular combat and the eventual beta, Matt was generous enough with both his time and knowledge, and let us in on lots of great news and background. If you've been hungry for more information on some of the different aspects of this upcoming game, be sure to join us after the break for a great overview on this hot upcoming SOE property.

  • EVE Evolved: EVE Online PvP vs Age of Conan PvP

    by 
    Brendan Drain
    Brendan Drain
    06.08.2008

    Before I started playing Age of Conan, I had a very strict mindset on how a PvP MMO should and shouldn't work. From my experiences in EVE Online, I was convinced that good open world PvP was not possible with a level system or exotic gear. I was pleasantly surprised to find that although these games are worlds apart, their PvP styles both work and are both fun. In this article, I compare and contrast my PvP experiences so far in Age of Conan with those in EVE Online.Open world PvP:One of the main features of both EVE and Age of Conan is an open world PvP scheme that allows players to attack each other anywhere within reason. Age of Conan achieves this scheme by designating certain zones as PvP areas. These areas contain the monsters and quest targets required to level up, making players to put themselves at risk to reap the rewards of levelling up quickly. Towns and the areas around them are designated safe areas where PvP is physically impossible.Read on as I discuss important PvP issues ranging from death penalty and group gameplay to equipment types and game server model.

  • The death penalty and you

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.31.2008

    No no no, we're not talking about that death penalty. We're talking about the MMO death penalties that seem to cause people to outright quit games. It's a tedious line between what's a good death penalty and what's a bad one; and no one seems to have found the perfect fit just yet.Snipehunter at Dopass.com has the opinion that Age of Conan's tombstone debuff death penalty is too punishing. His argument is that applying a debuff to a player just means that their chances of successfully removing the tombstone from where they died (and subsequently removing the debuff) are now worse. If they couldn't kill the monster the first time round, how can they kill it with the debuff in place?

  • Anti-Aliased: Crime and punishment in MMOs

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.29.2008

    You're grinding in World of Warcraft's Stranglethorn Vale (voted most ganktastic by our friends at WoW Insider) when a level 70 druid finds it hilarious to moonfire your lowbie buttocks and camp your corpse for the next eight hours. You're grinding in Lineage II when suddenly someone completely rips you apart with Demon Sword Zariche, and the proceeds to do it over and over again. Face of Mankind players saw the days of other players killing player character police officers "just because it was fun and easy". Final Fantasy XI players dealt with the controversy of monster player killing, known as an MPK. Diablo had the problem of people raising you, killing you, raising you, killing you, raising you, killing you, raising you, killing you... I think you got the point.Griefing is a problem in MMOs -- a very big problem. As more users enter our wonderful worlds of fantasy and intrigue, more and more of them think it's hilarious to make others suffer and waste time. So why is this phenomenon occuring, and what can developers do about it?

  • Player vs. Everything: Rebuilding EverQuest

    by 
    Cameron Sorden
    Cameron Sorden
    05.15.2008

    Ask any MMOG player about EverQuest, and you'll get one of three responses: either they loved it, they hated it, or they didn't play it (and don't want to). Nobody thinks that it was just a mediocre game, and a lot of people look back fondly on their time there, warts and all. There were a lot of warts. When I was chatting with Scott Hartsman at this year's IMGDC, he explained to me that EverQuest was rife with any number of "pain points" which later games were able to identify, fix, and build upon to make their own game better. Taking most of what was good about EverQuest and cutting most of what was bad was one of the things that helped World of Warcraft dethrone the game and take its seat as the number one MMORPG on the market. However, not everyone agrees with all of the "improvements" that Blizzard made to the genre when they created WoW. The arguments over what should and shouldn't be left out of a great MMORPG continue to this day, and there's no quick and easy guide to what's MMOG gold. Plenty of companies are learning the hard way that cloning World of Warcraft isn't a winning strategy. It's a great game, but that doesn't mean it's the only way to play. My question for you all today is this: What if instead of EverQuest 2, Sony had given us EverQuest 2.0? EverQuest 2 was a spiritual successor at best to the original game (Vanguard is much closer to an actual sequel). If SOE had remade the DikuMUD-inspired world of Norrath, set in the same time period, with an updated graphics engine and the pain points fixed differently than WoW chose to do, what might it have looked like? More importantly, is it something you'd want to play?

  • Player vs. Everything: Fear is the missing ingredient

    by 
    Cameron Sorden
    Cameron Sorden
    05.14.2008

    When I was playing EverQuest in the Kunark-era days there was one item that stood head and shoulders above all the others for me: the Fungus Covered Scale Tunic (affectionately called "The Fungi"). It was the ultimate twink item, allowing you to regain your health at a rate unheard of in the days when long rest periods between each minor battle were the norm for solo players. The Fungi was something I lusted after, wished for, and dreamed of, but I was never able to actually lay hands on it during those days, due to the extreme difficulty of obtaining one. If you wanted one, you had to take a full party of maximum level characters into an exceedingly dangerous area, far from the reaches of civilization, and fight your way to a rare spawn deep in the ruined city of Old Sebilis. Very rarely, he would drop the prized Fungi, which you could then pass on to your low-level alts or sell on the open market for hundreds of thousands of platinum pieces. Other than the fact that it was a fantastic twink item, what made the Fungi so compelling? It was that you really had to risk something to get it. EverQuest, with it's naked corpse runs, experience loss on death, and horribly dangerous dungeons, made adventuring into a real adventure. Getting to Old Sebilis required traveling across several dangerous and hostile jungle zones in the forgotten continent of Kunark, far from the nearest hub of civilization. Dying in the depths of Old Sebilis was a sickeningly punishing experience in those days -- something you avoided at all costs. When a battle started going sour, you could feel your hackles rising, panic setting in, and a real sense of fear that made victory that much sweeter and death a soul-crushing experience. Is that sense of fear something we're missing out on in the modern MMOG?

  • Age of Conan's Kalanthes answers first round of questions

    by 
    Kyle Horner
    Kyle Horner
    03.21.2008

    Our curiosity spiked last month when the Age of Conan team presented their Ask Kalanthes advice column concept. We have to admit that a chunk of our time was dedicated to wondering just what kinds of questions they were going to be answering -- and in what way. Thankfully, we no longer have to guess as the first round of answers have been posted today. It turns out that the column is an interesting blend of straight-up game related answers and in-character Kalanthes-style answers. While the first column seems to focus heavily on Age of Conan questions, there are a couple of pretty interesting of-the-wall questions as well. We've always wondered what that little square hairdo was about, too.

  • You ask, Cryptic answers: Non-combat skills

    by 
    Kyle Horner
    Kyle Horner
    03.15.2008

    There are many reasons why Cryptic Studios is awesome, one of those reasons is for letting us all live out our superhero fantasies -- the other is because of how involved they are with the community. When other developers are eschewing the very medium which subscribers and fans can get intimate with developers -- Cryptic is doing everything they can to make great use of it.Recently, forum posters on the official Champions Online boards where given a stickied thread where they could hurl as many questions as they wanted at Cryptic. After the proper amount of question firing was complete (probably somewhere around or beyond the 100 range) select few questions were answered in length and the entire thing was posted to the main page on the official CO website. It's all very exciting!

  • Stargate Worlds designer dodges questions, gets back to work

    by 
    Mike Schramm
    Mike Schramm
    12.17.2007

    mmolecule has an interview up with Chris Bernert, Lead Systems Designer for the upcoming Stargate Worlds. He ducks most of their questions pretty adeptly (newsflash: SGW has "exciting plans" for their PvP system!), but there are a few interesting tidbits in here, including the fact that players of different factions will be able to communicate with each other, a la Star Wars Galaxies rather than World of Warcraft.The other big note is that players will have three ways of reviving in the game-- either at the nearest "hospital," by another player, or right at the site of death. But CME says they haven't figured out the penalties for each situation yet. Bernert also says they're still working on coming up with the UI design. There's no question the folks behind SGW are facing a lot of challenges in trying to make a great MMO game out of a cult IP, but considering that they're hoping to go live a year from now, maybe they should cool it a bit on the interviews and get to work on the game itself.{Via Curse]

  • Vanguard may be against the death penalty

    by 
    Amanda Rivera
    Amanda Rivera
    11.22.2007

    Ten Ton Hammer is reporting on a recent uproar on the Vanguard: Saga of Heroes forums surrounding many MMO players' least favorite subject: death. Few like to contemplate their own demise, and even those who do would agree that penalties for dying in an online game are annoying. The current controversy surrounds a certain Producer's Letter written by game producer Thom Terrazas wherein he mentioned the possibility of reducing the severity of the death penalties in Vanguard. Now Dalmarus makes a valid point about all of this. Removing the loss of experience mechanic from death means removing the excitement. Essentially, the developers would be eliminating that extra thrill you get from tackling dangers and taking on challenges that might be a bit much for you; the thrill you get knowing you survived and saved your precious experience points. I would agree that a death penalty gives players a consequence, albeit a small one, for reckless actions in-game, and removing that penalty means changing the game experience for better or worse. My feeling is that the Vanguard team might be looking at their competition, titles like WoW, and noticing that the loss of experience might deter the casual player from sticking with the game. But then again, it doesn't deter Dalmarus, so should they really be worried?

  • The Daily Grind: Are death penalties overkill?

    by 
    Krystalle Voecks
    Krystalle Voecks
    11.19.2007

    This is one topic that never fails to wind up as a huge discussion any time we get together with gamer friends. Some of us who have been around since the early days of MMOs remember the harsh death penalties that many of these games included. If you died in EverQuest, you would lose experience -- lose too much, and you could lose levels. You also had to run back to your corpse either without any gear on unless you could find a friendly player to rez you. Ahh, the memories. Nowadays, death is disposable in games like World of Warcraft. You get killed by another player in front of Karazhan? No big deal. Just rez and head back. In games like WoW, death is less of an impact than it is an annoyance. It represents a whole 30 seconds you're going to have to spend running back from the conveniently-placed graveyard. Of course, you also resurrect with all your gear on you. And then there are they hybrids like City of Heroes; you don't ever lose enhancements or inspirations, but you do lose some experience when you die. Some people feel like this is a good solid trade-off. It teaches you to be less of a loose-cannon since death does have some impact on your character. On the other hand, it's fairly easy to work off debt in CoX, and you never have to chase down your corpse to either resurrect, or to retrieve your items; you just start in the hospital or your SuperGroup's base. So what do you think? Are the newer no-guilt, no-penalty deaths best, or were the older ones the best? Do you think death penalties teach players to think over strategy before rushing in, or do you think they'd do that anyway? What do you think of the hybrid systems that cause you to lose experience, but not gear? Which game has the best system in your opinion?