If leveling is instant, or so easy a bot can do it in a few hours, and gear is so easy to acquire it is practically worthless, then permadeath means nothing. Which, just in case you didn't realise makes your "mmo that had permadeath that works -- and not full of grinding" a contradiction.Permadeath can be a lot of fun if the system is done correctly. It doesn't work where character progression involves many many hours of grinding stupid stuff or getting extremely rare items.
Minecraft has permadeath, and noone cares, but you can get back to decent gear easily (faster with friends) and exp levels have a completely different meaning there. Then of course there's a billion roguelikes with it.
I'd love to see an MMO that had permadeath that work. That'd mean the game wasn't full of stupid grinding.
All of the zeksThe EQ permadeath server was pretty fun until you had a bunch of level 29 mages just camping the entrance to newbie zones.
Psst, it's possible to make a video game, in a fantasy setting, that isn't solely about making numbers go up as a direct correlation to time spent.If leveling is instant, or so easy a bot can do it in a few hours, and gear is so easy to acquire it is practically worthless, then permadeath means nothing. Which, just in case you didn't realise makes your "mmo that had permadeath that works -- and not full of grinding" a contradiction.
I use to see this kind of thought from client while I was a designer, they'd ask for shit that couldn't possibly work together and expect it to be awesome. You'd put something together that did satisfy the criteria but the client then didn't like what they saw and blamed the designer on not executing the brief correctly.
You should feel bad for talking about permadeath and in the same fucking paragraph remove all impetus of actually dying and losing all that work.
those were the daysPantheon topped that list once, too, lol.