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Death Effect: Is it really needed? (PvP)
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Vindicator

Joined: Aug 21, 2006
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The Death Effect as we know it, is basically a debuff that is forced upon you when you die and you're suddenly 15% weaker which will gradually lower over the time of five minutes.

Games today generally try to convey the message, "Dying a lot is bad." by having something negative happen to your character every time you die. Although, MxO is actually one of the first ones I've known besides Runescape, where dying in PvP results in a negative debuff. Why is this even needed? Even in Runescape you don't get a debuff for PvPing, you just get robbed of all your stuff. What I'm trying to say is, the death effect as it is now is basically an annoyance. Why do we even need this? In PvP this is just more of an excuse than a penalty, and no one wants to just take a break every five minutes after they die, so what do they do?

They PvP with the DE, die, blame the DE or one of ten other lame excuses and then recon with a refresh DE timer. Which brings me to my next point, which is the most annoying thing about the debuff is that it does gradually reduce over time, which means when you apply your buffs/title buff immediately out the hardline, they are all reduced by 15%. Then of course you have the choice to rebuff immediately to get higher stats then, or wait with the 15% reduced stats until the DE timer is up then reapply your buffs. Hell, half of the time I forget to reapply my buffs when the timer is up.

Perhaps if you were PvP Flagged and took damage (as if you died a CQ would be rewarded to whomever) you wouldn't receive DE?

I'm not out to just ruin the entire game, I just wanted to make PvP a little less consequential (even though to normal PvPers this really doesn't phase them) and in the long run more viable and fun.




Systemic Anomaly

Joined: Jan 26, 2006
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DE = good. Doesn't need a change in my eyes.

I only just found out that DE stays on your abs until refreshed (when i mean just found out i mean last week.) Maybe have some kinda message to indicate that it would be better to refresh buffs.




Jacked Out

Joined: Dec 27, 2006
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Fighting against a side with greater numbers when you have DE is obviously harder than without DE but in decent PvP with good numbers all round DE isn't much of an issue. I can't see the advantages to having Dracomet spending time into seeing if he can disable it whilst risking breaking something else, over leaving it in and getting over the annoyance of it.

Personally, when I'm PvPing with DE and I manage to not get killed in a new fight then I quickly refresh my title buff and everything else (Hyper, style etc...) if I have time. I'll keep doing it like that until I die again or I'm lucky enough to see the timer disappear. So yeah, it doesn't bother me, and I've not used it or heard anyone use it as an excuse not to fight, but then just because I've not heard of anyone using it doesn't mean it doesn't happen I guess



Transcendent

Joined: Oct 28, 2005
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Ballak wrote:

The Death Effect as we know it, is basically a debuff that is forced upon you when you die and you're suddenly 15% weaker which will gradually lower over the time of five minutes.

Games today generally try to convey the message, "Dying a lot is bad." by having something negative happen to your character every time you die. Although, MxO is actually one of the first ones I've known besides Runescape, where dying in PvP results in a negative debuff. Why is this even needed? Even in Runescape you don't get a debuff for PvPing, you just get robbed of all your stuff. What I'm trying to say is, the death effect as it is now is basically an annoyance. Why do we even need this? In PvP this is just more of an excuse than a penalty, and no one wants to just take a break every five minutes after they die, so what do they do?

They PvP with the DE, die, blame the DE or one of ten other lame excuses and then recon with a refresh DE timer. Which brings me to my next point, which is the most annoying thing about the debuff is that it does gradually reduce over time, which means when you apply your buffs/title buff immediately out the hardline, they are all reduced by 15%. Then of course you have the choice to rebuff immediately to get higher stats then, or wait with the 15% reduced stats until the DE timer is up then reapply your buffs. Hell, half of the time I forget to reapply my buffs when the timer is up.

Perhaps if you were PvP Flagged and took damage (as if you died a CQ would be rewarded to whomever) you wouldn't receive DE?

I'm not out to just ruin the entire game, I just wanted to make PvP a little less consequential (even though to normal PvPers this really doesn't phase them) and in the long run more viable and fun.

Make an NPC in the main hotspots called something like "The Nurse" and have her cure your DE for money this will help kill some of that inflation.#

SWG has a similar system in place.




Systemic Anomaly

Joined: Nov 18, 2005
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I like that.  Those who care can go and get rid of it for a small fee, and those who don't can just get on with it.

Those who can't, teach.

Implementation approved.



Vindicator

Joined: Aug 16, 2005
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But there should be consequences.  The EJP enables an operative to escape death by a very narrow margin.  It's only natural that your body/mind would encounter side effects of barely dying and Death Effect is a fair measure of illustrating that.

To be honest, I always thought it should be more severe.  I've always liked the idea of having a much greater chance of instability loss in your gear as well as the stronger debuffs to your abilities.  If I survived death, the last thing I'd want to do is jump back into the thick of it.  To me, that makes it "reallistic".

Removing Death Effect makes "death" even less relevant in the Matrix, imho.




Vindicator

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Garu wrote:

But there should be consequences.  The EJP enables an operative to escape death by a very narrow margin.  It's only natural that your body/mind would encounter side effects of barely dying and Death Effect is a fair measure of illustrating that.

To be honest, I always thought it should be more severe.  I've always liked the idea of having a much greater chance of instability loss in your gear as well as the stronger debuffs to your abilities.  If I survived death, the last thing I'd want to do is jump back into the thick of it.  To me, that makes it "reallistic".

Removing Death Effect makes "death" even less relevant in the Matrix, imho.


Alright, you can't sit there and tell me that removing this would be any less realistic than what we've been seeing recently. I think we left the whole, "Your mind makes it real." train of realism a long time ago.

And I'm not saying get rid of it completely, I'm suggesting that in PvP encounters where usually a player dies in PvP and then comes right back out of the hard line to get into the thick of it again shouldn't really have to deal with a 15% debuff, that will stay perpetually on them because inevitably if they continue to PvP they will usually die within the 5 minute period.




Systemic Anomaly

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Ballak wrote:
Garu wrote:

But there should be consequences.  The EJP enables an operative to escape death by a very narrow margin.  It's only natural that your body/mind would encounter side effects of barely dying and Death Effect is a fair measure of illustrating that.

To be honest, I always thought it should be more severe.  I've always liked the idea of having a much greater chance of instability loss in your gear as well as the stronger debuffs to your abilities.  If I survived death, the last thing I'd want to do is jump back into the thick of it.  To me, that makes it "reallistic".

Removing Death Effect makes "death" even less relevant in the Matrix, imho.


Alright, you can't sit there and tell me that removing this would be any less realistic than what we've been seeing recently. I think we left the whole, "Your mind makes it real." train of realism a long time ago.

And I'm not saying get rid of it completely, I'm suggesting that in PvP encounters where usually a player dies in PvP and then comes right back out of the hard line to get into the thick of it again shouldn't really have to deal with a 15% debuff, that will stay perpetually on them because inevitably if they continue to PvP they will usually die within the 5 minute period.

But they really should. If you die, you need to get penalised. DE works fine the way it does. Stops people farmin cqs off certain individuals that jump in die straight away and lessens the recon, straight out mara c and kill a bunch of people. You can still kill with DE but not as effectively.

What i would like to see is some kind of looting system. Not clothes cause that would be really unfair but maybe something like taking a random amount of peoples info when you kill them.




Vindicator

Joined: Aug 21, 2006
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The_Bruceter wrote:
Ballak wrote:
Garu wrote:

But there should be consequences.  The EJP enables an operative to escape death by a very narrow margin.  It's only natural that your body/mind would encounter side effects of barely dying and Death Effect is a fair measure of illustrating that.

To be honest, I always thought it should be more severe.  I've always liked the idea of having a much greater chance of instability loss in your gear as well as the stronger debuffs to your abilities.  If I survived death, the last thing I'd want to do is jump back into the thick of it.  To me, that makes it "reallistic".

Removing Death Effect makes "death" even less relevant in the Matrix, imho.


Alright, you can't sit there and tell me that removing this would be any less realistic than what we've been seeing recently. I think we left the whole, "Your mind makes it real." train of realism a long time ago.

And I'm not saying get rid of it completely, I'm suggesting that in PvP encounters where usually a player dies in PvP and then comes right back out of the hard line to get into the thick of it again shouldn't really have to deal with a 15% debuff, that will stay perpetually on them because inevitably if they continue to PvP they will usually die within the 5 minute period.

But they really should. If you die, you need to get penalised. DE works fine the way it does. Stops people farmin cqs off certain individuals that jump in die straight away and lessens the recon, straight out mara c and kill a bunch of people. You can still kill with DE but not as effectively.

What i would like to see is some kind of looting system. Not clothes cause that would be really unfair but maybe something like taking a random amount of peoples info when you kill them.

Why should you get penalized for dying in PvP? There are very few games that do that. Generally the concept of Player vs. Player, is that a player fights another player until another dies, and then the victor goes on to fight another player and if you die in the process you usually have a small down-time, like the loading from in and out of the LA and then you should be right back into action no strings attached.

I also understand the point you're making with the CQs, so why not just have the same time period in between when you can get someone else's CQ just as it is now, just the lack of the 15% debuff.




Systemic Anomaly

Joined: Aug 27, 2005
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If a way to remove it were implemented, I'd like to see it "stack" each time you die, compounding to the point where it would be useless for you to re-enter PvP.

That would make it both more severe s well as easier to get rid of, and add a new dynamic to Mara e-peen sessions.




Systemic Anomaly

Joined: Nov 18, 2005
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ShiXinFeng wrote:

If a way to remove it were implemented, I'd like to see it "stack" each time you die, compounding to the point where it would be useless for you to re-enter PvP.

That would make it both more severe s well as easier to get rid of, and add a new dynamic to Mara e-peen sessions.


I like this idea, also.  The stacking increments would have to be barely legible, though, as dying tens of times is commonplace in widespread PvP.



Vindicator

Joined: Aug 16, 2005
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Ballak wrote:

Why should you get penalized for dying in PvP?

Because when you fail to survive, you should be penalized.  Otherwise, you have nothing to loose and thus, nothing to gain.



Vindicator

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Garu wrote:
Ballak wrote:

Why should you get penalized for dying in PvP?

Because when you fail to survive, you should be penalized.  Otherwise, you have nothing to loose and thus, nothing to gain.
If I die in the game I die in real life?



Encrypted Mind

Joined: Jul 10, 2008
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Ballak wrote:
Garu wrote:
Ballak wrote:

Why should you get penalized for dying in PvP?

Because when you fail to survive, you should be penalized.  Otherwise, you have nothing to loose and thus, nothing to gain.
If I die in the game I die in real life?
Affirmative.


Matriculated Mind

Joined: Sep 26, 2007
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dosnt even bother me i dont see no difference when pvping

 
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