death-penalty

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  • EVE Evolved: Clone upgrades and skill loss are gone!

    by 
    Brendan Drain
    Brendan Drain
    11.09.2014

    While the player activity stats might suggest otherwise, the past few years have been a real rennaisance for EVE Online. Developers have gone back and iterated on dozens of old game features that were starting to show their age, and some of them have been pretty huge. The war declaration and criminality overhauls in 2012 were fundamental changes to core gameplay that had been stagnant for almost a decade, and the recent industry and warp acceleration changes were equally fundamental shifts. These were all features we had previously been told were essentially off-limits for iteration because they relied on undocumented legacy code from 2003, and none of the programmers wanted to poke that sleeping beast. Now it seems that no idea is off-limits, and developers aren't afraid to challenge fundamental parts of EVE's original design that may not make sense today. This week's Phoebe update revisited capital ship force projection for the first time since the ships were added in 2004, for example, and it removed the 24-hour skill queue limit that CCP insisted on adding in Apocrypha. In Thursday's episode of The EVE Online Show, developers announced the next big legacy feature to be put on the chopping block in the game of progress: As part of December's Rhea release, clone upgrades and skill point loss on death will be completely removed from the game. In this edition of EVE Evolved, I look at the problems caused by the cloning system, why it needs to be removed, and what could possibly replace it.

  • EVE Evolved: Could permadeath work in EVE?

    by 
    Brendan Drain
    Brendan Drain
    10.26.2014

    Permadeath has been one of the most contentuous features in online gaming since as far back as I can remember. The feeling of permanently losing a character you've spent months training up and playing with because of a single mistake or lag spike would be horrifying to most people, yet the idea continues to intrigue both players and developers. Diablo II's Hardcore mode is probably the most successful permadeath mechanic in an online game to date, separating the hardcore players onto a different server so that they develop their own game economy and leaderboard. Several MMOs have experimented with permadeath servers or mechanics over the years, but they're almost always reverted as failures. In a recent presentation at EVE Vegas 2014, EVE Online developer CCP Rise discussed the idea of permadeath characters as something he's wanted to add to the game for the past few years. This is particularly problematic for EVE as the game uses passive time-based skill training and the whole game takes place on one massive shard. The hardcore players would need to have enough incentive to risk their characters' lives on a daily basis, their abilities would have to be balanced with non-hardcore players, and abuse of the system to suicide gank players would need to be handled. But if those problems are tackled, is it possible that there's a place for permadeath in EVE? In this edition of EVE Evolved, I look at how permadeath could be added to EVE Online without disrupting the rest of the game.

  • EVE Vegas 2014: CCP on the new player experience and permadeath

    by 
    Brendan Drain
    Brendan Drain
    10.19.2014

    Every time some huge scandal or record-breaking battle erupts in EVE Online, thousands of new players flood into the game ready to create epic stories of their own. Confronted with a confusing interface and a practically mandatory tutorial that takes most of the day to complete, most of those players, unsurprisingly, don't stick around. The past few updates have improved things by adding tooltips to the main UI elements and introducing a new notification system, but there's more to come. At EVE Vegas 2014 this weekend, CCP Rise discussed his plans for a new Opportunities system that will replace the tutorial. To help design the system, developers got together groups of gamers who had never played before and dropped them into EVE with little to no instructions. The playtests highlighted a lack of action compared to expectations and showed how confusing things like the map, station UI, and hangar inventory system can be for newcomers. Many of these problems are very easily fixed and may even be solved in one of the two remaining patches this year. In an interesting move, Rise went on to talk about his idea to add a form of permadeath to EVE Online. Although you lose your ship when you die in EVE, it's actually only a financial loss as your character is reborn in a fresh clone. What Rise wants is for people to make new mortal characters with no clones and a fixed number of skillpoints to allocate to skills. It's possible that this could close the gap between old and new players by allowing newbies to purchase single lives with the focused combat skills of a veteran. This isn't something that will be introduced any time soon or even that's definitely coming, but the fact that CCP is talking about the idea publicly now is intriguing.

  • Old School RuneScape temporarily changes death penalty due to DDoS attacks

    by 
    Justin Olivetti
    Justin Olivetti
    08.23.2014

    The brutal DDoS attacks that have hit RuneScape over the past week have caused the developers of the 2007-era edition to rework death mechanics until the threat has passed. This "temporary change" to death mechanics allow players a half-hour to see and retrieve their items outside of PvP combat; in PvP, the penalties stay as is. "Even with this change, we would strongly suggest that you do not partake in dangerous or high-risk content such as PvP or high level PvM, and as always, don't risk anything you're not prepared to lose whilst these network issues are ongoing," the devs cautioned.

  • The Daily Grind: What's the ideal death penalty for an MMO?

    by 
    Bree Royce
    Bree Royce
    07.18.2014

    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? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Black Desert's open PvP and death penalties explained

    by 
    Jef Reahard
    Jef Reahard
    04.29.2014

    Steparu has posted part two of a lengthy Black Desert beta review-in-progress. This installment focuses on the fantasy sandbox's leveling experience, enchanting, the combo system, and open world PvP. Pearl Abyss has raised the minimum PK level to 40 for this particular beta phase, and Steparu says that people "who misbehave and kill random players will increase their karma points and become chaotic." Chaotic status causes random inventory drops upon death, whereas Black Desert's normal PvP death penalty is "a random chance to lose socketed gems and weapon enchants." You can read more at Steparu.com, and don't forget to watch the beta gameplay vids after the break!

  • Pantheon brings back the fun of a corpse run

    by 
    Justin Olivetti
    Justin Olivetti
    02.17.2014

    Is it slightly disturbing that the MMO community has integrated and accepted the phrase "corpse run" without batting an eye at this point? Corpse runs are very much on the mind of Brad McQuaid, who says that Pantheon will be bringing them back as a "consequence of death" in the game world. When a player dies in Pantheon, he or she will have the option to wait for a resurrection or to be reborn without all of that character's gear and weapons. In either event, getting back to one's corpse is of utmost importance because it will not only restore lost gear, but some of the experience lost on death as well. Oh yes, Pantheon will have XP loss on death. Other players can help out with resurrection or retrieval spells, or players may beseech their deity for help at a cost. In non-morbid news, Pantheon posted information and lore on the Sunken Sanctum, a marshland ruins that will be a formidable dungeon. [Thanks to Boinya for the tip!]

  • MMO Mechanics: Exploring death mechanics

    by 
    Tina Lauro
    Tina Lauro
    01.15.2014

    They say death must come to us all, and that inevitability extends to our characters in MMOs. The death of our characters may be inconvenient when we want to plough through content, but penalising failure is an essential part of any MMO and further incentivises success by making you learn from your mistakes. As much as players crave gratification through rewards and progression, they also need to feel that such progress has been well-earned and greatly deserved. Rewards become that much sweeter when we must risk something to secure them, and failure without consequence would render the gains made in our favourite MMOs insignificant. Without a considerable death penalty, it becomes possible to mindlessly crush content through brute force. I don't know about you, but I don't find fun in bashing my skull repeatedly with a rock in an attempt to crack it! In this week's MMO Mechanics, I compare various death penalties and the effects they have on the MMOs that employ them. I'll explore just how tangible death penalties such as corpse running, gear durability loss, and XP drain make our character's demise feel.

  • The Daily Grind: What kind of death penalty do you want in EQ Next?

    by 
    Jef Reahard
    Jef Reahard
    08.26.2013

    SOE hasn't mentioned much about about what it has in mind for the death penalty mechanic in EverQuest Next. You might recall that the original EverQuest was famous for its unforgiving death penalty, which included corpse runs and XP loss. EverQuest II, on the other hand, did what most newer MMOs do and reduced the death penalty to an inconvenience, and in some cases, a preferred form of fast travel! So what'll it be for EQN? Inquiring minds want to know. A lot of inquiring minds, if an article and the resulting discussion on fan site EQ Nexus are any indication. What say you, Massively readers? What kind of death penalty do you want in EQN? [Thanks Maclypse!] Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Nerd Kingdom details TUG's death mechanics

    by 
    Jef Reahard
    Jef Reahard
    05.29.2013

    Nerd Kingdom has outlined its preliminary goals for death and death penalties in its TUG sandbox MMO. The devs are aiming at something that's prickly enough to discourage players from using it as ad-hoc transportation between spawn points and yet forgiving enough to avoid frustration. In a nutshell, your avatar's soul will vacate his body upon death, and it will do so in the form of a wisp. Wisps will gradually regain enough energy to reenter the avatar and awaken it, and doing so necessitates progressing through four distinct phases. Reviving your avatar in its optimal state is thus dependent on timing, and the importance of reviving in a weak state vs. a fully recovered state will vary depending on your chosen game mode. Nerd Kingdom is enabling corpse-looting in TUG's survival mode, but the devs are also intent on designing plenty of camping deterrents into the system. You can read all about these, as well as the rest of the death mechanics on the TUG Kickstarter project page.

  • The Daily Grind: Has a death penalty ever made you quit a game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.09.2013

    Kids these days have no idea. Back in the day, death wasn't a slap on the wrist. I remember one night in Final Fantasy XI I had been pushing to level on my White Mage all week. I stayed up far later than I should have, eked out the last bit of experience I needed to level, waved goodbye to the party I had kept awake far too long to earn that last level... and then I got something trained onto me and died. Causing me to lose that level. I didn't quit the game. But I strongly considered it. Death penalties in more recent games are usually far more lenient, but there are still games that treat death as a real throat-punch to the player. Has a death penalty ever made you quit a game, either because you got killed at one point and just lost too much, or because you just didn't want to deal with that sort of irritation any longer? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Ditching the Death Penalty

    by 
    Olivia Grace
    Olivia Grace
    12.06.2012

    About ten days ago, Blizzard Community Manager Taepsilum posted in the EU forums on a thread about removing the death penalty. While this may sound like a political hot potato that WoW Insider would do best to avoid, Taepsilum was actually responding to a post calling for the removal of resurrection sickness from the game. The original poster asserted that it was outdated, no longer necessary, and flatly inconvenient. That it detracted from the game's experience. Taepsilum's post was as follows. Taepsilum The death of a character should be something important, the death penalty is there to make sure players don't disregard it, in my opinion it's actually already too easy and too fast to resurrect. It's because of the penalty and the lost time when doing a corpse run, that players will be more cautious about their character. If you decide to resurrect at the spirit healer, it's because either your character died in a very weird place (and you should be more careful), or you just don't want to corpse run. I think we should all be glad that there's no experience loss as death penalty, that would probably be a bit too harsh, but I do think we need something to keep death from being meaningless. We're always open to good and new ideas of what that might be; as long as it's not "removal of the death penalty", feel free to chip in ;) source

  • Second Embers of Caerus feature week video introduces Dynamic Events Team

    by 
    MJ Guthrie
    MJ Guthrie
    06.15.2012

    Who doesn't love unique live events guided by real people interacting directly with the participants? If you don't, then there is no need to read further. But if you do, have we got some news for you -- a sandbox promising just that! As Embers of Caerus' feature week for Kickstarter continues, Forsaken Studios released the second video blog, this time highlighting the Dynamic Events team. After a few minutes of answering viewer-submitted questions brought on by the first video feature about death, Technical Director Dave Belcher introduces the star of the clip. What exactly is the Dynamic Events Team? Dave likens this group to pen-and-paper Dungeon Masters; they will have tools to run dynamic stories in-game on both a small, local scale and world-wide. They will also work around the clock to monitor the health of the world, using events for such things as encouraging players to disperse from overly populated areas or to replenish resource-depleted areas. This whole system is meant to really bring the game world to life. To illustrate an example, Dave reads through a sample event. Catch his remarks after the break. [Thanks to Flintwick for the tip!]

  • Making the 'jump' from Guild Wars to Guild Wars 2

    by 
    Bree Royce
    Bree Royce
    03.26.2012

    The second Guild Wars 2 press beta weekend has come and gone, and Massively was there every step of the way. Stay tuned throughout the day today for even more guides, impressions, videos, and Q&As to get you ready for the highly anticipated sequel to Guild Wars. Guild Wars 2 is on the way (when it's ready), and classic Guild Wars players probably understand that soon they'll be competing with a younger sibling -- a smarter, more attractive one who's sure to get more of mom's attention. And while we're sure that some of the more stalwart Guild Wars 2 fans are also Guild Wars players, not all veterans of the first edition are dedicated to licking up every drop of sequel info squeezed out of blogs, conventions, and betas. Those veterans might just be wondering, what exactly can Guild Wars 2 offer them, other than Hall of Monuments tie-ins? What's changed? What's the same? What will they love, what will they hate, and what could possibly make them jump ship to the new hotness? The first and most important thing you must know is that yes, you can jump in Guild Wars 2! Seriously, though, jumping is more than just a thing you do with your spacebar when you're bored; it's a symbol of boundlessness. Guild Wars 2 itself is trying to jump a lot higher than its elder brother, and probably the essential difference between the games is that feeling that the walls have come down and gravity is letting loose. That alone should urge classic players to take a peek, but if that's not enough for you, fire up your Jeremy Soule soundtracks (yes, he's onboard for an encore!) and read on...

  • Darkfall specializes magic schools, replaces death with limbo system

    by 
    Justin Olivetti
    Justin Olivetti
    02.10.2012

    Aventurine continues its trek toward Darkfall's game revamp, aka Darkfall 2.0, and in a new producer letter, Tasos Flambouras drops a few interesting info nuggets to tide loyal players over until the job is done. He states that the team is retuning each of the game's eight schools of magic so that each one feels more unique and focused. For example, air magic will be specialized to do more damage in close quarters against fewer targets, while fire magic will excel at long-distance AoE attacks. The team also thinks it has figured out this pesky "death" problem by coming up with a more interesting limbo system. The way it works is that when players are taken down, they have a choice between either respawning back at a bind stone or waiting for a timer to count down to zero and initiate a respawn on the spot. If players opt to endure the limbo period, they can re-equip their characters from their bank boxes. Aventurine continues to hire on new team members for the project, including a designer who will facilitate communication between devs and the community.

  • Pathfinder Online takes a look at death

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.18.2012

    No matter what happens, sooner or later you're going to die in an MMO. It's pretty much a given. So it's probably for the best that the fourth developer blog on Pathfinder Online is all about death -- what happens when you die, what happens when another player kills you, and what you can do about it. The death system is reminiscent in some ways of what would happen on death in EverQuest. You respawn at a predetermined location, and while you keep any equipment you were wearing, the rest of your inventory is on your soulless husk of a body. Retrieve it first and you get everything back. If someone else loots your body first, though, he or she gest a random assortment of items from your inventory and the rest are destroyed. The blog entry also covers the issue of bounties, player-killing, and attempting to dissuade others from killing players in lawful regions. Players can set bounties on their killers, potentially refreshing the bounty each time said killer is successfully killed in retaliation, making a bounty hunter or group of same very rich indeed. Those interested in Pathfinder Online should check out all the details and keep watching as the game moves through development.

  • Wasteland Diaries: PvE like a boss

    by 
    Edward Marshall
    Edward Marshall
    09.23.2011

    Fallen Earth PvE can be anywhere from laughably easy to downright frustrating. I guess that's a good thing since you get a gamut of difficulty levels, but much of the leveling span leans toward the easy end of the scale. I tend to get bored with PvE combat fairly quickly in MMOs (not just Fallen Earth). Other people love to struggle against the environment. Some even refuse to do anything remotely akin to PvP. I'll only throw the term "carebear" at those who think all PvPers are maladjusted psychopaths. I'm not talking about them; I'm talking about regular hardcore PvEers: players who would rather play against the NPCs than against other players. Many of my posts center around PvP. If I didn't PvP (and since I'm not a big roleplayer), I doubt I would still be playing Fallen Earth. That's just what I spend most of my time doing in the wastelands. So I tend to write a lot about it. But all PvPers have to PvE. PvE has its own set of challenges for the player. Granted, these challenges are quite static, and once you find a way to overcome them, you are done. But they are challenges nonetheless, and knowledge is power as much in PvE as it is in PvP. In this post I will give you some tips and tricks that might help you get through that next tough mission. Much of this stuff is common sense, but it may not occur to you until it's too late. So click past the cut and let's get started.

  • While waiting to rez, please see this word from our sponsor

    by 
    Shawn Schuster
    Shawn Schuster
    08.29.2011

    When your character dies in your favorite MMO, have you ever thought, "Gee, I'd sure like to see an ad right about now"? MMO developer Artix believes that death ads are the way to go, as they've introduced special advertising that will show up only when a character dies in their game AdventureQuest Worlds. According to a recent interview with [a]listdaily, CEO Adam Bohn says that response has been good so far. The game network's 12 to 13 million users are happy with the ads because Artix likes to keep them fun for a younger audience. Despite the fact that this has been done before in games like Shadowbane, and the deceased Dungeon Runners to a lesser extent, Bohn believes the ads are a good idea that they'll eventually build upon. I think if nothing else, it will make us want to die a whole lot less.

  • EVE Evolved: Upgrading to a PvP cruiser: Gallente and Amarr

    by 
    Brendan Drain
    Brendan Drain
    07.31.2011

    People come to EVE Online from many different gaming backgrounds, and for one reason or another, the game doesn't click with most people the first time they try it. Two weeks ago, I encouraged people who have tried EVE but never got it to click with them to approach the game from a new angle -- to grab a few friends and charge head-first into PvP with guns blazing from day one. In last week's EVE Evolved, I advised new players on getting into their first PvP frigate, preparing for PvP, and staying financially ahead of the inevitable ship losses. I also put together two frigate setups for each race that will fit and function well with only a few days worth of skills trained. While frigates are fantastically cheap ships in which to learn the basics of PvP, their effectiveness on the battlefield is limited. Most tech 1 frigates struggle to deal anywhere near 100 damage per second, and if caught by enemy tacklers they die quickly. While the next step up is the destroyer class, I strongly advise PvP-oriented players to skip it and move straight on to cruisers. Although cruisers have less mobility than frigates and are easier for large ships to hit, they pack a big punch for a relatively low cost and can take a bit of a beating. In this week's extra large EVE Evolved, I share effective and battle-tested setups for the Thorax, Vexor, Arbitrator, and Omen that new players can use with less than two weeks of skills trained. I also suggest skills to train and give a few tips for keeping costs down. If you're a fan of Minmatar or Caldari ships, tune in to next week's EVE Evolved for the continuation of this article.

  • EVE Evolved: Learning to let go

    by 
    Brendan Drain
    Brendan Drain
    07.17.2011

    Bombarded by the epic stories emerging from EVE Online's colossal social sandbox, thousands of MMO addicts per month give in to temptation and pick up a free trial. Most drop the trial for one reason or another, but those who continue on to a full game subscription often fall into a common trap. Some enjoy the concept of the game enough to subscribe for a month, and a portion of those get invested enough in skill plans and the mission grind to stick about for two or three months. It's rare for a new or trial player to actually get into PvP or start creating the same epic sandbox stories that drew them to the game in the first place, but this is exactly what they should be doing right from day one. New players often spend their entire trial or first month of gameplay attempting to grapple with the enormity of EVE, absorbing as much information as they can in order to make informed decisions for themselves. It's easy to fall into the trap of thinking months of training skills and learning the basics of the game through reading or PvE will be required before you can PvP competitively or begin crafting your own epic story. I firmly believe that the real learning curve of EVE is in learning to let go of these ideas and to accept the loss of ships or items as part of the game. I believe new players need to discard their pre-conceived notions of death penalty, what skill points represent, and the idea of preparing for endgame. In this week's EVE Evolved, I look at how EVE is actually very forgiving for new players getting into PvP immediately, I challenge the learning curve myth, and I encourage new pilots to drop themselves into EVE at the deep end.