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Killing Death

One of the hardest things to get right in an MMO is the death system. Developers need to balance it so it includes the recreational players and the hardcore players without making one group feel slighted. I feel as though WoW has done a good job with that balance, while leaning slightly to the recreational side. Death is an annoyance at most until you start grinding high-end instances, where the repair bills really start to add up. Before WoW, I played Dark Age of Camelot, which I feel really nailed the death system. Death was more of an event in DAoC, because there was experience loss involved, too. You could always run back to your gravestone to /pray, at which point you regained some of that lost experience, but sometimes that wasn't feasible. The loss was considerable, and it made you far more cautious while playing, as a general rule. Still, I never felt as though a death was a huge, game-ending setback, I just felt that I had made a stupid mistake that I needed to learn from.

The loss of item durability and sometimes resurrection sickness is a little soft, in my opinion. I understand that if the penalties were made more severe that WoW might lose some of it's fans, but I hope it wouldn't. I would hope that, with the sting of death being a little enhanced, it would encourage players to be a little more cautious.

All that being said, I really am fine with the current death system. It is only slightly annoying, and it opens up the game to a wide range of people, which is the main draw of the game in the first place. I have seen forum posts calling for "hardcore" realms, with perma-death and full looting of player corpses, and that doesn't seem fun either. I play this game as much for the variety of people that I meet as for the next BWL run with my guild, and I'm glad that the current system is generally attractive to everyone.

If you could tweak the death system, how would you change it, or is it perfect the way it is?