There is all this uproar about it...but what the hell is it? Is it for PvE, PvP, both? Is it the same for both or is it different for PvE than it is for PvP?
Would the same Death Penalty be appropriate for both Teamdeath match and Cap & Hold(objective based matches)?
Is it a spawn delay, a lose of skill points, energy credit sink, is it a reduction completion reward, a decrease in PvP(scoreboard) or PvE score(Fleet Action), does it remove a kill credit for the team(teamdeath match)?
Honestly, is a Death Penalty really even worth it for solo PvE episode content?...its kindergarten play anyway. Its all about handing out cookies and juice, rubbing your bottom and making you feel good about yourself. Not that is not worthwhile play...it just has a different goal of entertaining/occupying the players who enjoy it.
The only place a death penalty make sense is when you are in competition with others(PvP and Fleet Actions). But think about it, if its team oriented content, which both PvP and Fleet Actions are, then it makes no sense for the Death Penalty to be just player specific...why? Because it would encourage non-team play within the group. Your team mates will begin to lean toward letting you die to boost their own score, than to heal you...unless your death affects their success also. Meaning, losing your team mate should really matter so that keeping him alive is more beneficial to you and the team than the possible improvement his death might bring to your own score.
So where do we really need a Death Penalty? In an objective based, open PvP war campaign. Where reward comes from acquiring contested/valuable territory and assets...where your defeat removes you from the immedate area of contention, leaving your side's forces weaker until you can hopefully get back.
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The only thing we know for sure is that Cryptic has said they will be adding one.
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