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Old Jul 24, 2005, 12:11 PM // 12:11   #1
Ascalonian Squire
 
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Default When you die, you are dead

This is a proposal for what should happen when your character gets killed. The character should respawn at the city where it left. Money and goods collected on the mission is lost. You should start over. If the rest of the team succesfully ends the mission, they get less xp points because of teammates getting killed. They can however give goods and money to the fallen comrades in exchange for xp points.
Nobody can ressurect. You can once regain your health and energy. Monks should perhaps have extra strong healing capabilities and defending skills.
What is wrong with the system as it works now? Dying makes you now weaker; it is in fact not dying but getting wounded.
Dying should at least have an aspect of failure so that you have to start over. It would also attribute to better teamwork and -tactics.
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Old Jul 24, 2005, 12:20 PM // 12:20   #2
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This would be a great way to drive away most players. It is already difficult to find good players to form a group but with this idea the game would be doomed because I highly doubt any pick-up groups would be death free on the more difficult missions. The result:

One second of lag, oops, start the hour long mission over.
The griefers would have a field day as it would be a million times easier to ruin a mission.
Grind increased by 99999999999999999%.
The usual chatter of cussing and "OMG NOOB1111" will be increased a thousand-fold.
99% of players leave the game.
Guild Wars shuts down.
Somewhere out there someone who just bought their Fissure Armor begins to cry.
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Old Jul 24, 2005, 12:25 PM // 12:25   #3
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I can't go along with this and agree with you, Lost. It would indeed make the game a 'grind' for those of us who are sticking with it as it is now. I can't imagine the horrors that would result from this.
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Old Jul 24, 2005, 12:29 PM // 12:29   #4
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Wow that would suck harder than a vacuum cleaner in space.
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Old Jul 24, 2005, 12:36 PM // 12:36   #5
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Not everyone likes the hardcore idea.
I don't like it as well. Just take the later missions, sometimes the enemies spam so much damage so fricking fast on one person not even 7 monks constantly spamming heals could keep him alive for more then 10 seconds.
And it would not encourage teamwork and stuff like that. Most assuredly not because people would leave at the first sign of failure. Someones loses more then 50 % health? You'll have a leaver. Someone aggroed one mob too much? Leaver. If it would do anything it would put more pressure on the players and i can really imagine it would be just like in Tombs.

"What is your rank?"
"Rank is 3"
"Shut up noob, go and die" - kicked from Team

"Teamspeak?"
"no" - kicked from Team

"What rank is your guild?"
"Around 1000" - kicked from Team

"Do you have Skill xyz with you?"
"Nah, doesn't suit my build" - kicked from Team

"wtf, you're a mesmer/ranger/necro" - kicked from Team

"What attribute is your ele?"
"Water/Fire/Earth" - kicked from Team
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Old Jul 24, 2005, 12:38 PM // 12:38   #6
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Quote:
Originally Posted by Aniewiel
I can't go along with this and agree with you, Lost. It would indeed make the game a 'grind' for those of us who are sticking with it as it is now. I can't imagine the horrors that would result from this.
Agreed Aniewiel, this has got to be the worst idea yet. The GW devs have made it clear they don't want death to have long time side affects.

In most Online-RPG games, death results in armor degen, XP loss, item loss, corpse looting, body camping, the list goes on.

Also half the missions and quests in this game cannot be done without dying at least ONCE or twice, which is why the current system allow DP to be reduce via XP gain.

This idea would for once make a lot of people upset, me included, and go against one of the things which makes GW different from the loads of RPG type games already out.

Why would anyone want to make this game more grind and annoying?
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Old Jul 24, 2005, 01:19 PM // 13:19   #7
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Honestly what were you thinking.. so hrm in pvp if there was a team trying to take the HOH they are expected to flawless it and if they dont they lose their player for the rest of the match???

And... your statement about improing monk heals.. [sarcasm/] Yes lets make the character that can solo the easyest and can already heal most people for 40% of their life in one shot able to heal 100% of their life for 7 energy (boon + word) so that if 8 players were attacking them he could just heal himself forever [/sarcasm]
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Old Jul 24, 2005, 02:55 PM // 14:55   #8
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this idea has potential but GWs is for casual gamers.
lvl 20 would be harder to reach. most would get frustrated but hardcore peeps would embrace more death penalty.
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Old Jul 24, 2005, 02:57 PM // 14:57   #9
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So all you have to do is get one rude monk and your screwed.
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Old Jul 24, 2005, 03:03 PM // 15:03   #10
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thats what makes it interesting & challenging.
u have to admit its way to easy to get to lvl 20
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Old Jul 24, 2005, 03:14 PM // 15:14   #11
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That would destroy most of the guild war bases like when u have a guild war once u reach 60% your dead for good.... so if you wanna have a permenant death go start a guild battle reach 60% and feel helpless as the other team pwns your guild lord.
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Old Jul 24, 2005, 03:19 PM // 15:19   #12
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Not a very good idea. What happens if you're in a party and someone in the team finds an uber gold max dmg weapond.That someone is gonna map out in order to put his item in the storage and the rest of the team is screwed.
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Old Jul 24, 2005, 03:35 PM // 15:35   #13
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If Guild Wars would be what you said I wouldn't play it.
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Old Jul 24, 2005, 03:42 PM // 15:42   #14
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Quote:
Originally Posted by Sanity
If Guild Wars would be what you said I wouldn't play it.
Likewise. It would make the grind unbearable for many. I have better things to do with my time than waste it trying to do one mission for days until I get a GREAT (since even good wouldn't do it) group. No thank you.
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Old Jul 24, 2005, 04:04 PM // 16:04   #15
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If this was made. I would leave GW and tell everyone I ever saw to never play it, or buy it.
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Old Jul 24, 2005, 04:06 PM // 16:06   #16
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I too disagree. It would effectively rewrite the majority of the game concept and force dozens of gaming websites to delete and rewrite reviews.

First review...great game, go buy it.

Second review...Save yourself $50

I wouldn't mind paying for armour repairs, although i can imagine some PUG members screaming "I'm not fighting because i have 0 gold for repairs!"

The death system as it stands is great. It's easy to restore full health if you watch what your doing and it only becomes a problem if you let things slide further.
It's the PUG members who insist on taking more damage after a res instead of staying back to rid themselves of the DP that needs a rethink.
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Old Jul 24, 2005, 04:12 PM // 16:12   #17
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Never. It's bad enough I have to wait in camp for monks to group up, but no longer would two be enough in the FoW. You'd need like four a monks to prevent anyone from ever dying.

Eww, yuck, never. I would quit as many would.
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Old Jul 24, 2005, 04:31 PM // 16:31   #18
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The only thing I would like to see to do with death pens etc, is that insta tp to city was locked once you in a mission or adventure areas.
You could warp to any town you have found from a town, but not mid mission or mid adventure area. If you wanted to quit out of an area you would either have to back track to the town you entered the area from , or log. In the case of missions if you have -60% then you can quit to start.
The warping to towns is intergral to the game and I can never see it being removed, but it also makes the gameworld feel smaller and actually takes away a feeling of traveling from the game.
If they could amend it, make it zone related. i.e. Ascalon, Shiverpeaks, Kryta etc and have a port town in each are that you could then go to the next zone through for a fee or walk for free. i.e. to get to kryta I would either pay 500gp at becons perch and tp or I would have to walk the area.
Once in a zone I could TP to any area within that zone instantly.
Perhaps make the port towns increase fee's based on areas, i.e ascalon 50gp. shiverpeaks 100gp etc then the desert 1000gp, southern shiverpeaks 5000gp.
This system wouldn't stop insta travel, it would be a viable money sink, and would make the world feel bigger, i.e I would have to travel through 6+ port towns to get from one side of the world to the other.
They could have dragnors Forge as a major Port with boats to the desert and the fire chain isle. They could make it so that this is the only way to travel to those areas outside of the story line. They could then make these areas alittle more unique.
Have them as elite skill hotspots, increase the drop rate in those areas for end chapter gameplay.
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Old Jul 24, 2005, 05:16 PM // 17:16   #19
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The death penalty system in Guild Wars is fine as it is. In fact, they should go even further, and implement the same resurrection mechanism of the explorable areas for the missions too. Too many people get sick of the missions because they have to repeat the easy part of a mission again and again, only to fail at the "hard" part of the misison.
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Old Jul 24, 2005, 07:07 PM // 19:07   #20
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I agree, the OP's suggestion would be detrimental to the community. It would be nice, however, if you could see the number of deaths of other players. This would be a nice feature to aid in the selection of group members for missions.
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