What do you want the death penalty in TES:O to be?
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tjoudega
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What do you want the death penalty in TES:O to be?
So.. The title says it all: What would like to see?
Personally I think it's best if there is a medium to very harsh penalty, because it makes the game more exciting. I'm talking about exp loss (maybe 40-60%) and loot drops (maybe one or two equipped items and your whole backpack), so that other players can loot your body. This way, you gotta watch what you do and really get nervous when your health is low (which is kinda the point of an RPG in general I think).
They're probably gonna do something like WoW with no real penalty at all, maybe just a temporary one, of which I think will make the game dull.
Let me know what you think!
TJ
Personally I think it's best if there is a medium to very harsh penalty, because it makes the game more exciting. I'm talking about exp loss (maybe 40-60%) and loot drops (maybe one or two equipped items and your whole backpack), so that other players can loot your body. This way, you gotta watch what you do and really get nervous when your health is low (which is kinda the point of an RPG in general I think).
They're probably gonna do something like WoW with no real penalty at all, maybe just a temporary one, of which I think will make the game dull.
Let me know what you think!
TJ
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Re: What do you want the death penalty in TES:O to be?
You could be put into a long and difficult maze that you have to escape to keep playing. I don't think that would really work though.
I hope the game has the same style of combat as Skyrim. I see no reason as to why they couldn't do this.
I hope the game has the same style of combat as Skyrim. I see no reason as to why they couldn't do this.
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Re: What do you want the death penalty in TES:O to be?
You'll have to win a virtual Whac-a-Mole duel. Your opponent— Mehrunes Dagon.
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Casandra: At the moment, the deadliest weapon at my disposal is a goblin's head on a stick. I'd be worried if this was the plan.
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Re: What do you want the death penalty in TES:O to be?
Just a few days in jail. And then you have to pay to get your confiscated items back.
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tjoudega
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Re: What do you want the death penalty in TES:O to be?
So no one's in favor for an exp and item loss at the point of death? Seems kinda childish (WoWish)
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Re: What do you want the death penalty in TES:O to be?
Shadowscale wrote:Permanent death.
Dark Spark wrote:You'll have to win a virtual Whac-a-Mole duel. Your opponent— Mehrunes Dagon.
Red Guardian wrote:Just a few days in jail. And then you have to pay to get your confiscated items back.
cypruss11 wrote:You could be put into a long and difficult maze that you have to escape to keep playing. I don't think that would really work though.
Assuming Red Guardian meant real life days and assuming the maze is randomly generated, I think we're being a bit harsher than loss of loot or exp. It seems a bit counterproductive to call everyone who has a differing opinion of what they want death to be like "childish". Remember that the main penalty of death in all of the games in the main series was just reloading a few seconds back. If the death penalties are actually harsh, it would be breaking away from the rest of the franchise.tjoudega wrote:So no one's in favor for an exp and item loss at the point of death? Seems kinda childish (WoWish)
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tjoudega
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Re: What do you want the death penalty in TES:O to be?
I'm not saying their opinion is childish, just that it seems kinda childish to not have harsh penalty for death, cause it makes the game less challenging (and children games are often not that challenging). I think anyone would agree?
Also, a maze and days in jail are time penalties, so you don't lose anything (except for time obv.).
About permanent death: could be cool to start different character, but maybe they won't do this cuz they fear the reaction will be "f*ck it then I'm gonna quit alltogether"
Also, a maze and days in jail are time penalties, so you don't lose anything (except for time obv.).
About permanent death: could be cool to start different character, but maybe they won't do this cuz they fear the reaction will be "f*ck it then I'm gonna quit alltogether"
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Re: What do you want the death penalty in TES:O to be?
So we die and to recover we spend a few days in jail? But our only crime was dying. Hahahaha. I know what you mean I just thought it was funny when I read it.Red Guardian wrote:Just a few days in jail. And then you have to pay to get your confiscated items back.
Anyway I think they do nearly the exact same thing as WoW, run as a ghost to your old body.
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Re: What do you want the death penalty in TES:O to be?
once executed, i think TES lore actually gives a solution
your character wanders the plains of oblivion until you can find a portal back to the mundus. In spirit form you choose 1 of each type of equipment you can still use, nothing else manifests itself in oblivion and you must endure wandering monsters and harsh terrain until you find the oblivion gate. The longer you linger in oblivion, the more of your real world loot is lost, though you should still be able to buy back your lost loot if you want to (at punitive rates, and you wont have your money cos that would go to the guards and victims for compensation straight away)
if you die in oblivion, you respawn somewhere else in the same plane
i think characters who have spent a lot of time in oblivion should gain access to certain powers and abilities which would set them apart from the rest (and maybe even lock some earthly abilities to them - eg some divines might start to reject them).. these powers should have negative sides to them as well as benefits to prevent everyone from wanting to spend all their days in limbo lol
your character wanders the plains of oblivion until you can find a portal back to the mundus. In spirit form you choose 1 of each type of equipment you can still use, nothing else manifests itself in oblivion and you must endure wandering monsters and harsh terrain until you find the oblivion gate. The longer you linger in oblivion, the more of your real world loot is lost, though you should still be able to buy back your lost loot if you want to (at punitive rates, and you wont have your money cos that would go to the guards and victims for compensation straight away)
if you die in oblivion, you respawn somewhere else in the same plane
i think characters who have spent a lot of time in oblivion should gain access to certain powers and abilities which would set them apart from the rest (and maybe even lock some earthly abilities to them - eg some divines might start to reject them).. these powers should have negative sides to them as well as benefits to prevent everyone from wanting to spend all their days in limbo lol
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tjoudega
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Re: What do you want the death penalty in TES:O to be?
You're absolutely right. Lorewise, this would be perfect. I haven't thought of that at all. They probably aren't going to do this though, because it maybe kinda breaks the flow of the game.Mattbott wrote:once executed, i think TES lore actually gives a solution
your character wanders the plains of oblivion until you can find a portal back to the mundus. In spirit form you choose 1 of each type of equipment you can still use, nothing else manifests itself in oblivion and you must endure wandering monsters and harsh terrain until you find the oblivion gate. The longer you linger in oblivion, the more of your real world loot is lost, though you should still be able to buy back your lost loot if you want to (at punitive rates, and you wont have your money cos that would go to the guards and victims for compensation straight away)
if you die in oblivion, you respawn somewhere else in the same plane
i think characters who have spent a lot of time in oblivion should gain access to certain powers and abilities which would set them apart from the rest (and maybe even lock some earthly abilities to them - eg some divines might start to reject them).. these powers should have negative sides to them as well as benefits to prevent everyone from wanting to spend all their days in limbo lol
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Re: What do you want the death penalty in TES:O to be?
The loss of items is really an option depending on how easily items are stored. I haven't played much MMOs, but I've played two with the both extremes of item loss upon death.
In WoW, you carried nearly everything with you: your good gear, tools of your trade, food, potions, etc. Storage services (e.g. a bank) are far from your adventuring/questing areas. Loosing all your items upon death, means that dying once in a dungeon means you cant continue (not to mention, will take a long time to recover to get good equipment again)...and in a 10 or 25 man raid that's some serious bad news. Not to mention, in a world full of PvP, loosing all your items to a gank (max/high level killing low levels) is really unfair.
In the other hand, in RuneScape, you lost everything on your person except for 3 items when you died (28 slots of inventory + 7/8 pieces of equipment). This worked because the world wasn't PvP, banks were everywhere , and the PvP zone was designed to have fair PvP but with risk and reward for more unfair (level-wise) PvP. **RuneScape has been updated so much since I stopped playing, so I don't know how or if the death system has changed...this is how it was when I played**
So for TES:O it really depends how important are your items, how much you need on your person, and how easy it is to store them...which I think the last part is really important.
In WoW, you carried nearly everything with you: your good gear, tools of your trade, food, potions, etc. Storage services (e.g. a bank) are far from your adventuring/questing areas. Loosing all your items upon death, means that dying once in a dungeon means you cant continue (not to mention, will take a long time to recover to get good equipment again)...and in a 10 or 25 man raid that's some serious bad news. Not to mention, in a world full of PvP, loosing all your items to a gank (max/high level killing low levels) is really unfair.
In the other hand, in RuneScape, you lost everything on your person except for 3 items when you died (28 slots of inventory + 7/8 pieces of equipment). This worked because the world wasn't PvP, banks were everywhere , and the PvP zone was designed to have fair PvP but with risk and reward for more unfair (level-wise) PvP. **RuneScape has been updated so much since I stopped playing, so I don't know how or if the death system has changed...this is how it was when I played**
So for TES:O it really depends how important are your items, how much you need on your person, and how easy it is to store them...which I think the last part is really important.
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Re: What do you want the death penalty in TES:O to be?
With each death Bethesda gets a little piece of your soul. Once you die enough times your soul becomes their intellectual property and you are assimilated into the gameworld as a mudcrab, where you will be doomed to an eternity of being farmed forever by the ravenous mobs for the purpose of level grinding. Pretty sure I read that somewhere.
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Re: What do you want the death penalty in TES:O to be?
By death penalty I understood that it had something to do with commiting crimes.......
Well, if we're talking about PVP then Item Loss will more than likely be the main penalty when death comes to your character. I really don't like the idea of losing skill points. An item you can buy back.
If you like the idea of a weak character and start training everything again then just create another character and be done with it.....
Well, if we're talking about PVP then Item Loss will more than likely be the main penalty when death comes to your character. I really don't like the idea of losing skill points. An item you can buy back.
If you like the idea of a weak character and start training everything again then just create another character and be done with it.....
Re: What do you want the death penalty in TES:O to be?
In one of the online interviews it was mentioned that the PC's soul has been stolen and this will tie into the death penalty. Something like you couldn't really die if you didn't have your soul, so it'll probably be like WoW.
Can't post the link but it's the "Creating The Story For The Elder Scrolls Online" video on gameinformer.
Can't post the link but it's the "Creating The Story For The Elder Scrolls Online" video on gameinformer.
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Re: What do you want the death penalty in TES:O to be?
I would love to be in Sovangarde or some daedric realm.
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Re: What do you want the death penalty in TES:O to be?
30 second respawn and a humiliating announcement in chat.
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Re: What do you want the death penalty in TES:O to be?
I think your all forgetting about the average person who is going to play ES:O, it's not going to be some hardcore role player who keeps a journal on his characters dietary plan but instead it's going to be people who picked the game up because of all the hype about it or they enjoyed the previous games. Zenimax will want to keep these people playing the game and continuing to pay that monthly subscription (I know it's not confirmed). I like the idea of having to crawl out of a deadric realm or turning into a mudcrab but most average players will want to get back into the game and start killing things again.
Also if you keep having to get out of Coldharbour every time you die imagine how boring and repetitive that's going to get especially if your one of those classes that die a lot. I once played a game called Too Human and each time you died you were saved by a harpy and brought back to the last checkpoint in a 20-30 second cut scene, I't was cool the first time but after the third it was just plain annoying, Imagine having to run through the Kvatch Oblivion world every time you died, even if they made more than one world it wouldn't take long to visit them all.
Put a thirty second respawn timer on death and leave it at that the embarrising message isn't really needed as there could be whole guilds dieing in a battle and it would just spam up the chatbox,( which will probably be spammed up in the first place anyway.)
Also if you keep having to get out of Coldharbour every time you die imagine how boring and repetitive that's going to get especially if your one of those classes that die a lot. I once played a game called Too Human and each time you died you were saved by a harpy and brought back to the last checkpoint in a 20-30 second cut scene, I't was cool the first time but after the third it was just plain annoying, Imagine having to run through the Kvatch Oblivion world every time you died, even if they made more than one world it wouldn't take long to visit them all.
Put a thirty second respawn timer on death and leave it at that the embarrising message isn't really needed as there could be whole guilds dieing in a battle and it would just spam up the chatbox,( which will probably be spammed up in the first place anyway.)
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Re: What do you want the death penalty in TES:O to be?
I agree with your statements, they are exactly true. But what you propose as an alternative is just a 30 second time penalty. Wouldn't you be afraid that would take away the sense of danger and urgency if you health is low in battle? That would be my fear personally, but maybe you could argue that it doesn't matter.Velvet LeChance wrote:I think your all forgetting about the average person who is going to play ES:O, it's not going to be some hardcore role player who keeps a journal on his characters dietary plan but instead it's going to be people who picked the game up because of all the hype about it or they enjoyed the previous games. Zenimax will want to keep these people playing the game and continuing to pay that monthly subscription (I know it's not confirmed). I like the idea of having to crawl out of a deadric realm or turning into a mudcrab but most average players will want to get back into the game and start killing things again.
Also if you keep having to get out of Coldharbour every time you die imagine how boring and repetitive that's going to get especially if your one of those classes that die a lot. I once played a game called Too Human and each time you died you were saved by a harpy and brought back to the last checkpoint in a 20-30 second cut scene, I't was cool the first time but after the third it was just plain annoying, Imagine having to run through the Kvatch Oblivion world every time you died, even if they made more than one world it wouldn't take long to visit them all.
Put a thirty second respawn timer on death and leave it at that the embarrising message isn't really needed as there could be whole guilds dieing in a battle and it would just spam up the chatbox,( which will probably be spammed up in the first place anyway.)
Seen from the other side: If i kill someone in PvP, I'd like to have some advantage in the form of spoils (items, gold, apparal, weapons), because that would make PvP battles that much more rewarding. But, of course, if you lose, you could also lose a weapon or other item.
What do you think of this?
Last edited by tjoudega on Fri Aug 24, 2012 5:45 pm, edited 1 time in total.
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Re: What do you want the death penalty in TES:O to be?
XP/gold reward for the victor?tjoudega wrote:Seen from the other side: If i kill someone in PvP, I'd like to have some advantage in the form of spoils (items, gold, apparal, weapons), because that would make PvP battles that much rewarding. But, of course, if you lose, you could also lose something.
What do you think of this?
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tjoudega
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Re: What do you want the death penalty in TES:O to be?
for example, yeah
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Re: What do you want the death penalty in TES:O to be?
Just have separate servers for loot and non-loot. Loot servers would be high risk, high reward it would keep it interesting for the competitive minded players whilst the players who don't want to lose there best weapons can avoid these servers all together.tjoudega wrote: Seen from the other side: If i kill someone in PvP, I'd like to have some advantage in the form of spoils (items, gold, apparal, weapons), because that would make PvP battles that much more rewarding. But, of course, if you lose, you could also lose a weapon or other item.
What do you think of this?
Maybe you could just get 10-20% of your opponents gold once you defeat him, but if gold is as easy to come by in ES:O as it is in Skyrim this would be rather pointless. In terms of experience do your weapon skills gain experience like normal ES or do you get overall experience that increases your level ?
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Re: What do you want the death penalty in TES:O to be?
I was just being sarcastic about the mudcrab thing. Maybe I'm too overly cynical about TES:O, but I'm just judging by experience in other MMO's.Velvet LeChance wrote:I like the idea of having to crawl out of a deadric realm or turning into a mudcrab but most average players will want to get back into the game and start killing things again.
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Re: What do you want the death penalty in TES:O to be?
I played a game where someone someone really violated some rules in a PVP with me, so the gods (the game mods/staff) turned him into a shrub. Now that was hilarious!
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Re: What do you want the death penalty in TES:O to be?
If only you guys could do that to us when we get out of control
In all seriousness though, I think that the Lore explanation of the player's ability to respawn, the fact their sole has been claimed by Molag Bal, and the fact that the respawn will be at the last checkpoint (Wayshrine) the player has visited, are steps enough to convince me that it will make sense and will be well implemented in-game. In other words, I'm not too concerned about how ZeniMax Online will handle death in ESO.
In all seriousness though, I think that the Lore explanation of the player's ability to respawn, the fact their sole has been claimed by Molag Bal, and the fact that the respawn will be at the last checkpoint (Wayshrine) the player has visited, are steps enough to convince me that it will make sense and will be well implemented in-game. In other words, I'm not too concerned about how ZeniMax Online will handle death in ESO.
