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#101
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I think original EQ team had the best idea of risk vs reward and am happy to see it still in tact on p99.
When looking at a game like WOW there is absolutely zero (or a trivial amount) of risk, with lots of rewards. This makes the game less of a challenge and more of a time sink (complete activity, receive rewards, repeat). In EQ the risk/reward was closer to 50/50 and if you fail you receive a punishment that is almost equal (or worse) than the reward would have been. This makes the game challenging and adds a real thrill to it. Corpse runs help add to the risk factor. Most adrenaline junkies who do things like skateboard/motocross have considerable risk (and rewards) and as a result only a limited number of people partake (they don't want to risk getting hurt). If those had no risk everyone would be able to be a pro as the only thing required would be the time spent learning the moves (fear would not be an issue if you knew with 100% certainty that falling 30 feet off a huge jump would not even bruise you). | ||
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#102
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Quote:
__________________
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#103
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Quote:
The thrill is preventing the punishment, not the punishment itself. You may not have experienced it, but I have had fights in EQ where I actually lived with less than 10 hp remaining...that is a thrill knowing that I barely escaped a few hour loss on CR and grinding. If the game was set up like WOW I would not have cared at all (in fact, it would probably have been quicker to die and repop at full health/mana to save med time). Just as some people choose to avoid extreme sports because they don't want to get hurt, maybe you should choose the same? | |||
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#104
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Quote:
The most dangerous areas of a game offer the highest long-term rewards. If a group went down into a dungeon and said, "oh let's leave now" and simply died to gate out it would remove the entire purpose acting in a socially responsible manner (cleric has to leave, gives no warning and just gates), or putting together a well rounded group, or even caring how far you got because all you had to do was "gate" out and "recover" your "corpse" by pressing a button. Die to gate to bind (probably at a nice convenient bank) and go off to hunt more things. I've magically transported across the world by my life force being reduced to zero! Time for a new adventure~ This a roleplaying game not an arcade game. You don't respawn with your weapons in working order. Roleplaying games go so far as to usually EXPLAIN why the hell you aren't permanently dead in the first place, whether or not your equipment magically appears in all of your bags and in your hands is a different story and in this game is considered by many to be one of the reasons why we came back to play it again. None of us EXPECT immediate rewards for every single action we take, because that's not how the world works. You want to make money? Get great experience? Slay a deity? Sneak through a city that would chase after you with pitchforks raised if you were spotted? Take a risk of not easily being able to get your corpse back... it makes you more aware of your surroundings and facilitates you playing your character as intended instead of just mashing buttons. | |||
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#105
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This thread has been hijacked.
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#106
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For the sake of balancing and keeping risk/reward in mind, let's take away spells from casters when they die, the spell book is on the corpse. And you can only bind in the same places melee's can bind. You can store a backup spell book in the bank, but you would have to buy second copies of the spells you want on your backup just like melees put a backup weapon/armor in the bank. Yes, I'm being sarcastic, but some of you like punishment, might as well make it fair and balanced.
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#107
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Quote:
The moment someone puts words "Velious" and "After" into a same sentence - the Shit Volcano under Norath tends to erupt [You must be logged in to view images. Log in or Register.] | |||
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#108
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#109
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#110
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I am totally down with removing bind/gate from casters (and keeping spell book on corpse) as soon as we have infinite mana (or high enough regen that we do not have to have a med break in groups ever) and our spells gain in power based on the weapons we are using (this server will never have the focus item revamp).
Just a quick example, but a decently geared rogue will never be matched in sustained dps in a group by a caster simply because the caster dps comes in little spurts (blow the load of dps, med for 5 minutes) while the rogue has consistent damage output equivalent (or greater than) the caster while actively nuking. Edit: My point is that the classes who don't have anywhere bind/gate are substantially better in groups than the ones who do in most cases. The exception being a class like cleric that is group required, but then again there is nothing stopping said melees from playing cleric. | ||
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