Over at Star Citizen, they will have a Permanent Death system in place from what I understand. It will work something like this.
Your toon will do missions, and when they fail at the mission, they will take a hit to their over all health. (Only if you meet with death that is.) So depending on how bad you take that hit, you blow up with your ship, get shot in the head or whatever nasty bit of meeting your end. You will take hits to yout over all health, and your toon will show scares to boot.
You take one respawn too me, the last one will be yout last. But it's not the end of your game, as a benorfactor takes over some of your stuff, while yout main guy in buried with whatever honors you gain over your time in the game. I and still looking into this system, and I know I missed a few key points. I will look into it more later.
But how would you feel if STO took on a permanent death system?
As long as it's completely optional I don't have a problem with it. It'd be nice for people looking for self-imposed challenges.
"Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
— Sabaton, "Great War"
No thanks... with all the things that are character bound... losing a long term toon (with all completed reps, collected ships (toon bound) etc) would kill this game for me.
If a game is designed around it and it works well, then sure, it can be good and interesting.
If a designer is just throwing it into a game for a cheap 'difficulty', then no, it's not fun or interesting to deal with. It's just poor design trying to sell itself as being harder.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Also heard that you can lose your ship on death unless it is a premium ship in Star Citizen. In other words, if you buy the ship with $, then it is safe, but if you spent months to get the ship, then you could easily lose it. This is part of the reason why Star Citizen will be in competition with Eve Online and not STO.
IMO, this is not a perma death system. Perma death is where you would have to start over with no form of benefactor or clone to backup to.
Considering just how much STO waters down their PvE content to appeal to the lowest common denominator, and considering just how many times they've reduced the difficulty on missions due to player outcry, I would have to venture to guess that a permadeath system in STO would be a suicidal move on Cryptic's part.
One of my first realizations that STO was not supposed to be 'realistic' in terms of space combat and travel is that there is no collision damage between your ship and other objects (such as asteroids, space stations, other ships, etc.). Part of me recognized that having collision damage detection would not be in the player's favor because there are so many bad pilots. Can you imagine the outcry of having to take damage and respawn when you haphazardly run head-on into an asteroid instead of dodging it?
Even the injury system in the game is a watered down death penalty. Suffering 2 or 3% damage loss from death is nothing. It has no real long-term effect unless you start acquiring multiple injuries, and even then I think they have a certain cap.
Star Citizen is going to compete with EvE Online, not STO. STO is an extremely easy game with an extremely easy PvE and PvP experience.
STO is hopscotch in terms of skill level and difficulty, EvE Online and Star Citizen are really the professional sports league. If you want a difficult sci-fi game, play Faster Than Light. If you want an easy game, play Space Invaders.
If you suck at playing EvE Online or Star Citizen, you can always return to STO and be "good" at playground hopscotch.
Have a league system like in Path of Exile. When creating a new character, you have the option to start in the hardcore league which will give increased rewards or whatever special things come with permadeath. Upon dying, you are kicked out of the league back to the normal game.
There could be an ingame scoreboard of the furthest advanced characters in the league. There should be a minimum monthly expertise gain in order to keep your spot on the board though.
Over at Star Citizen, they will have a Permanent Death system in place from what I understand. It will work something like this.
Your toon will do missions, and when they fail at the mission, they will take a hit to their over all health. (Only if you meet with death that is.) So depending on how bad you take that hit, you blow up with your ship, get shot in the head or whatever nasty bit of meeting your end. You will take hits to yout over all health, and your toon will show scares to boot.
You take one respawn too me, the last one will be yout last. But it's not the end of your game, as a benorfactor takes over some of your stuff, while yout main guy in buried with whatever honors you gain over your time in the game. I and still looking into this system, and I know I missed a few key points. I will look into it more later.
But how would you feel if STO took on a permanent death system?
You can already try that in STO just do the following:
1. Take you favorite character
2. Play the game
3. When you blow up for whatever reason, unseen mega torp, server lag, etc......log back into the character select screen.
4. Delete toon
STO is a casual space combat game with no death penalties other than occasionally fixing injuries and respawning which is why the majority of players don't even PvP they want to relax after work and experience a Trekish getaway from RL.
If you want a hardcore experience delete your toon upon any death or play EVE.
The other MMORPG I play, Underlight, has permanent death, though it's rare. In that game it's the full thing - any items your character is carrying are lost, end of story. I think it's great - it gives the game a whole extra dimension to know that if you push your luck too far, that CAN happen. At the moment, it can only happen at the hands of one of the super-beings played by GMs (that's how small Underlight is, the GMs run their own characters and that provides a lot of the plot). It used to be possible for player characters to achieve the "Strike skill", too, but that hasn't happened for a long time, and the suggestion of bringing it back always causes a row on the game forum. I get the impression the GMs may be plotting it again just now, though.
That said, I wouldn't want it on STO. Underlight is suited to it; collecting the best possible items is a much less important part of the game, for instance, and because RP is a part of the gameplay, even a Level 1 character is right there in the thick of it. In fact, a Level 1 character has been driving a large chunk of the plot for months, until she pushed her luck too far last month and got the chop. In STO it's different - there's just so much work involved in the nitty gritty of building up a character from the ground.
the biggest problem I have with perma death in an MMO, is that there are many times in other mmos where something happened, either RL intervened, the net died, had to run to the basement for tornado sirens (in the midwest we don't joke around with those) and then when i did get back to the game, I was dead. Losing a character because my ISP was acting stupid for example would be infuriating.
"It may be better to be a live jackal than a dead lion, but it is better still to be a live lion. And usually easier." R.A.Heinlein
I'm already playing a game with a permadeath feature. It's called "life".
(Although there are people working on mitigating or entirely removing permadeath from it...)
I play STO to relax. I can't relax if everything I've done is literally on the line. It sounds like a great feature for people with more money (or time) than sense - and has been pointed out already, if that's what you're into, EvE Online is over that way.
>
I thought REDSHIRT was gonna be like hard core tribble.. copy a toon over.. has 1 life if dies then dead... if that were the case REDSHIRT would be the SHNIZZ but it never happened I never actually got into redshirt but man what an idea premium gear drops increased by 3000% and fun to be had by all but watch your a$$ cuz if u pop its all gone.. ahh one can dream.
I play STO to relax. I can't relax if everything I've done is literally on the line. It sounds like a great feature for people with more money (or time) than sense - and has been pointed out already, if that's what you're into, EvE Online is over that way.
>
Yeah. All the posts in this forum just radiate contentment and serenity. :rolleyes:
If, Eve had ground avatars and better visuals, I'd be playing Eve. So, don't worry, when SC goes live, players won't need you to suggest they leave you with this kindergarten game.
Now imagine being a brand new player in EVE Online with permadeath. You'd quit because you'd never make it far out of the starting station...
*sings* "I like Gammera! He's so neat!!! He is full of turtle meat!!!"
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
I think there's a place for permadeath in MMOs, but it has to be appropriate to the tone or setting.
For example, I think permadeath in a zombie apocalypse MMO would be fine because in that setting, you want to feel like you're in danger every second.
In the early days of Star Wars Galaxies, when the first Jedi were introduced, they had permadeath. While most people railed against that, I loved it. Jedi in that era were hunted ferociously by the Empire. I loved the idea that my jedi felt like he was in constant danger.
However, I don't think permadeath would fit with the tone and style of a Star Trek MMO. I think it would detract from the experience instead of add to it. Star Trek isn't about constant tension. It's about exploration, action, and fun. I don't think permadeath would contribute to that feeling.
I'd find the game, particularly at Endgame, to be more engaging if, there were some lingering detrimental effect, that was not optional. For example: Regardless of where you die, you respawn at your faction's Sickbay in ESD or Qo'nos. Maybe there, you would have to repair your ship. And maybe you would need to refit it with either Standard Issue gear, what you have banked, or can buy.
Permadeath is the diametric extreme to what we (nearly) have now, in STO. Suggesting that people suicide their characters is ridiculous. It is the shared experience, which is part of what makes an MMO different from a single player game.
...If you suck at playing EvE Online or Star Citizen, you can always return to STO and be "good" at playground hopscotch.
Izzat why you're here, then? The Big Kids at the other playground were very mean to you and broke your toys? Aaawww. Sometimes, you are just sooo precious with your little, "I'm a RealGamer! And the rest of you are not!" hissy fits.
Psuedo-Elitism is not an attractive look for you. Nor anyone else for that matter.
Having something like this in STO does not really increase the difficulty of the game. It merely give pwe/cryptic carte blanche to pick someone's pocket.
Permanent death of a character in STO? Well, OP, it sounds like there's not true permanent death in the game you mentioned. If there was, your account would be deleted and you'd have to start over completely from scratch. With no 'mysterious benefactor' who passes on that Mega Oblivion Quad Cannon Mk XII your new toon just inherited from his/her Great Uncle Horatio. Who mysteriously disappeared one day on Drozana Station, never to be seen again.
It's a game. Not a lifestyle choice. Real Life - Sucks. Bad. I come to STO to have fun and forget about Real Life for awhile. Whyever would I want to play something which I have to start anew every time I commit a tactical faux pas?
A six year old boy and his starship. Living the dream.
Roxy, ol' kid, my point is that if you really love your space-combat game to make you lose something permanently when you die, that already exists. There's no need to take our nice, relaxing casual game and turn it all uberl33t-h4rdc0r3 just so people can flaunt their epeens (or wallets, as the case may be).
And yes, as a matter of fact, I did quit playing EvE Online after getting a free trial. Having a game in which you can't complete your third mission without getting ganked every five minutes does not appeal to me. Apparently, it appeals to you, and I commend it to your attention. Enjoy. Just please quit being a Stop Having Fun Guy.
As long as the game has no concept of "leveling up" then yes, I think it can work very well. Just look at something like Day Z. The entire point of the game is to last as long as you can. It doesn't really matter what you find in the world, sure, you might find a shotgun here, ammo there, bloodbag somewhere, but no matter how long you stay alive, you still have the same amount of health as someone who just started that day.
The problem stems from the fact that "disposability" is a foreign concept in the MMO verse. As long as the player character is designed from the ground up to be "disposable" (like in Day Z, where everyone is the same faceless goon) it could totally be a thing.
I'd find the game, particularly at Endgame, to be more engaging if, there were some lingering detrimental effect, that was not optional. For example: Regardless of where you die, you respawn at your faction's Sickbay in ESD or Qo'nos.
I've actually thought of something similar where after a total party kill you re-spawn in your ships sickbay.
If you suck at playing EvE Online or Star Citizen, you can always return to STO and be "good" at playground hopscotch.
I can just speak for myself. I tried EvE for a while. Was kind of an on-off relationship (and no, you ususally do not get ganked as soon as you leave a station). Its not that I sucked at playing EvE, its that EvE sucked immense at entertaining me in PvE. Which is ok, since its a PvP game. And PvP is something I do not really enjoy most of the time & if I like some PvP I most defineatly not look for it in these type of games like EvE or STO (unless I'm drunk and get dragged into it by fleetmates).
So, pretty please, take your "Cool Gamers play <whatever game you fancy more than STO> & the kiddys stay here" attitude and stuff it where the sun is not meant to shine.
Bad idea in this MMO, possibly a good idea in another MMO. I just finished a couple of months in EVE and getting podded repeatedly while minding my own business is just not a good time for me.
Yeah. All the posts in this forum just radiate contentment and serenity. :rolleyes:
If, Eve had ground avatars and better visuals, I'd be playing Eve. So, don't worry, when SC goes live, players won't need you to suggest they leave you with this kindergarten game.
" Weeeeekennnnnnnd Doooooooom "
we have a professional here folks ^. how 'bout a big round of applause. :rolleyes:
_______________________
---- FIRE EVERYTHING ! ----
Comments
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
Star Trek Online, Now with out the Trek....
If a designer is just throwing it into a game for a cheap 'difficulty', then no, it's not fun or interesting to deal with. It's just poor design trying to sell itself as being harder.
IMO, this is not a perma death system. Perma death is where you would have to start over with no form of benefactor or clone to backup to.
---- FIRE EVERYTHING ! ----
But i certainly wouldn't play the ones i spend enough money to run a small town on thats for sure.
One of my first realizations that STO was not supposed to be 'realistic' in terms of space combat and travel is that there is no collision damage between your ship and other objects (such as asteroids, space stations, other ships, etc.). Part of me recognized that having collision damage detection would not be in the player's favor because there are so many bad pilots. Can you imagine the outcry of having to take damage and respawn when you haphazardly run head-on into an asteroid instead of dodging it?
Even the injury system in the game is a watered down death penalty. Suffering 2 or 3% damage loss from death is nothing. It has no real long-term effect unless you start acquiring multiple injuries, and even then I think they have a certain cap.
Star Citizen is going to compete with EvE Online, not STO. STO is an extremely easy game with an extremely easy PvE and PvP experience.
STO is hopscotch in terms of skill level and difficulty, EvE Online and Star Citizen are really the professional sports league. If you want a difficult sci-fi game, play Faster Than Light. If you want an easy game, play Space Invaders.
If you suck at playing EvE Online or Star Citizen, you can always return to STO and be "good" at playground hopscotch.
There could be an ingame scoreboard of the furthest advanced characters in the league. There should be a minimum monthly expertise gain in order to keep your spot on the board though.
You can already try that in STO just do the following:
1. Take you favorite character
2. Play the game
3. When you blow up for whatever reason, unseen mega torp, server lag, etc......log back into the character select screen.
4. Delete toon
STO is a casual space combat game with no death penalties other than occasionally fixing injuries and respawning which is why the majority of players don't even PvP they want to relax after work and experience a Trekish getaway from RL.
If you want a hardcore experience delete your toon upon any death or play EVE.
:P
The other MMORPG I play, Underlight, has permanent death, though it's rare. In that game it's the full thing - any items your character is carrying are lost, end of story. I think it's great - it gives the game a whole extra dimension to know that if you push your luck too far, that CAN happen. At the moment, it can only happen at the hands of one of the super-beings played by GMs (that's how small Underlight is, the GMs run their own characters and that provides a lot of the plot). It used to be possible for player characters to achieve the "Strike skill", too, but that hasn't happened for a long time, and the suggestion of bringing it back always causes a row on the game forum. I get the impression the GMs may be plotting it again just now, though.
That said, I wouldn't want it on STO. Underlight is suited to it; collecting the best possible items is a much less important part of the game, for instance, and because RP is a part of the gameplay, even a Level 1 character is right there in the thick of it. In fact, a Level 1 character has been driving a large chunk of the plot for months, until she pushed her luck too far last month and got the chop. In STO it's different - there's just so much work involved in the nitty gritty of building up a character from the ground.
Of course it is optional. Your option is to not play.
"he's as dangerous as a ferret with a chainsaw."
(Although there are people working on mitigating or entirely removing permadeath from it...)
I play STO to relax. I can't relax if everything I've done is literally on the line. It sounds like a great feature for people with more money (or time) than sense - and has been pointed out already, if that's what you're into, EvE Online is over that way.
>
Yeah. All the posts in this forum just radiate contentment and serenity. :rolleyes:
If, Eve had ground avatars and better visuals, I'd be playing Eve. So, don't worry, when SC goes live, players won't need you to suggest they leave you with this kindergarten game.
When you die, delete your char, then your account... Bingo, death.
Now...
As always: This is the worst idea, of all the lousy ideas ever given on these formus...
Even worse than Superl (old guys know who I am talking about) trying to be EP.
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
For example, I think permadeath in a zombie apocalypse MMO would be fine because in that setting, you want to feel like you're in danger every second.
In the early days of Star Wars Galaxies, when the first Jedi were introduced, they had permadeath. While most people railed against that, I loved it. Jedi in that era were hunted ferociously by the Empire. I loved the idea that my jedi felt like he was in constant danger.
However, I don't think permadeath would fit with the tone and style of a Star Trek MMO. I think it would detract from the experience instead of add to it. Star Trek isn't about constant tension. It's about exploration, action, and fun. I don't think permadeath would contribute to that feeling.
Permadeath is the diametric extreme to what we (nearly) have now, in STO. Suggesting that people suicide their characters is ridiculous. It is the shared experience, which is part of what makes an MMO different from a single player game.
Psuedo-Elitism is not an attractive look for you. Nor anyone else for that matter.
Having something like this in STO does not really increase the difficulty of the game. It merely give pwe/cryptic carte blanche to pick someone's pocket.
Permanent death of a character in STO? Well, OP, it sounds like there's not true permanent death in the game you mentioned. If there was, your account would be deleted and you'd have to start over completely from scratch. With no 'mysterious benefactor' who passes on that Mega Oblivion Quad Cannon Mk XII your new toon just inherited from his/her Great Uncle Horatio. Who mysteriously disappeared one day on Drozana Station, never to be seen again.
It's a game. Not a lifestyle choice. Real Life - Sucks. Bad. I come to STO to have fun and forget about Real Life for awhile. Whyever would I want to play something which I have to start anew every time I commit a tactical faux pas?
And yes, as a matter of fact, I did quit playing EvE Online after getting a free trial. Having a game in which you can't complete your third mission without getting ganked every five minutes does not appeal to me. Apparently, it appeals to you, and I commend it to your attention. Enjoy. Just please quit being a Stop Having Fun Guy.
The problem stems from the fact that "disposability" is a foreign concept in the MMO verse. As long as the player character is designed from the ground up to be "disposable" (like in Day Z, where everyone is the same faceless goon) it could totally be a thing.
I've actually thought of something similar where after a total party kill you re-spawn in your ships sickbay.
I can just speak for myself. I tried EvE for a while. Was kind of an on-off relationship (and no, you ususally do not get ganked as soon as you leave a station). Its not that I sucked at playing EvE, its that EvE sucked immense at entertaining me in PvE. Which is ok, since its a PvP game. And PvP is something I do not really enjoy most of the time & if I like some PvP I most defineatly not look for it in these type of games like EvE or STO (unless I'm drunk and get dragged into it by fleetmates).
So, pretty please, take your "Cool Gamers play <whatever game you fancy more than STO> & the kiddys stay here" attitude and stuff it where the sun is not meant to shine.
" Weeeeekennnnnnnd Doooooooom "
we have a professional here folks ^. how 'bout a big round of applause. :rolleyes:
---- FIRE EVERYTHING ! ----