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And the team just keeps growing
Rofl so their lore is being written by a lawyer now?
I can already hear the distant sound of rocking.
So I've been thinking lately about one of the most debated mechanics about this particular game - death, and was hoping to hear some discussion about what expectations should be for Pantheon. There's fuck all else going on right now in this space anyway so why not, right?
In EQ, and especially in early EQ, death had quite a sting, comprised of 4 elements:
1. XP loss
2. Naked travel from current bind spot
3. Corpse recovery
4. Item recovery
Note that 3 and 4 were essentially one in the same in EQ but they don't necessarily need to be that way in Pantheon.
I often see folks say that this model was a bit too harsh. So the question is, why? Which of these elements made it that way? Which elements would you like to see kept? Which would you prefer not be included in Pantheon?
Discuss.
I don't know if the VR guys have made a statement on what their plans for death mechanics are, BUT
Death mechanics will be the "canary in the coal mine." For all their professed desire to make an "old school" EQ-like game, if we start seeing them walking back death penalties we'll know we are headed for another shitty WoW clone rather than an EQ redux.
For whatever reason, mmo devs just can't seem to grasp that some things in the game need to suck. Dying needs to suck.
1. XP loss
2. Naked travel from current bind spot
3. Corpse recovery
4. Item recovery
The xp loss never bothered me much, it was the price for screwing up and getting myself killed. The naked run to my corpse was always the miserable part for me -- especially on my non-casters who would often be bound 2+zones away. The limited binding for non-casters was just insult to injury. I seriously would not have minded nearly as much if every class could bind at the zone in, but running across some zones naked at night was just... miserable.
The only concern (i won't say fear because it's a fucking video game and there is nothing in any video that inspires any fear in me) i ever had with dying in EQ, from classic until those mechanics were changed was permanently losing my corpse and items (which never happened) and losing my camp (happened a lot!). Losing a good camp and having long runs back to recover a corpse are what pissed me off more than anything because it wasted my time. Losing exp had exactly 0 effect upon my decision making, my decisions were based upon whether or not what i was doing was a waste of my time.