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Old Jul 24, 2005, 07:12 PM // 19:12   #21
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Quote:
Originally Posted by smitty-gw
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.
The number of deaths someone has proves nothing about their worth and dedication of a team. What if they are kind enough to sacrifice themselves if others do something stupid so the whole group doesn't have to start over? Or what if they PvP a lot? It would be as pointless as people advertising their infused at the Temple of Ages.
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Old Jul 24, 2005, 07:42 PM // 19:42   #22
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id probably be bashing my computer to shards if this was implemented
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Old Jul 24, 2005, 10:09 PM // 22:09   #23
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Quote:
Originally Posted by Charrbane
Wow that would suck harder than a vacuum cleaner in space.
Not very hard?
Surely a vacuum in a vacuum wouldnt really make much difference...?
Doesnt anyone care enough to make realitic analogies thes days?
Am I a mental?
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Old Jul 24, 2005, 11:07 PM // 23:07   #24
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I suggest ONLY certain areas to get that rule:

For example bonus areas with higher % loot gain - so you lose all your loot if your team dies OR you leave the mission.
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Old Jul 25, 2005, 12:43 AM // 00:43   #25
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Quote:
Originally Posted by Charrbane
Wow that would suck harder than a vacuum cleaner in space.
I coulden't agree more. F.Y.I. Dying is bad!
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Old Jul 25, 2005, 01:41 AM // 01:41   #26
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Here's an idea, what if when you died, your character was gone forever and you had to start again from pre-searing?

Seriously, Guild Wars' death system is much better than the system you're describing, and the systems already existing in games like Diablo 2 and WoW.
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Old Jul 25, 2005, 02:07 AM // 02:07   #27
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Quote:
Originally Posted by spiritofcat
Here's an idea, what if when you died, your character was gone forever and you had to start again from pre-searing?

Seriously, Guild Wars' death system is much better than the system you're describing, and the systems already existing in games like Diablo 2 and WoW.

The hell! dou you mean that if your character died, you have to start all over again. What if you are almost done with the mission and u died, u have to grind again to regain all what was lost
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Old Jul 25, 2005, 02:20 AM // 02:20   #28
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Quote:
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.
I agreed.

If people spent days of playing but made a mistake and force them to start over. After serval times they will quit the game and tell their friends not to buy it.

People won't buy a game that frustrate them.
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Old Jul 25, 2005, 02:23 AM // 02:23   #29
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Quote:
Originally Posted by Shadow_Avenger
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.
I don't see how spending hours running through explorable areas would make this game more enjoyable. The warping system is good. Don't fix it if it isn't broken.
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Old Jul 25, 2005, 03:32 AM // 03:32   #30
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Quote:
Originally Posted by Bord
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.
Play lineage II. When you come back to us screaming for more GW, I'll hand you a sign.
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Old Jul 25, 2005, 03:47 AM // 03:47   #31
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Quote:
Originally Posted by Bord
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.
well as much as this would make monks less powerful and cause way more stress on everyone.. i just cant find a good reason to agree... mainly because i have a hard enough time finding a good group half the time... plus half the people i play with leave right after they die anyways so it wouldnt make much diffrence..
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Old Jul 25, 2005, 03:54 AM // 03:54   #32
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I will be the only one to support this proposition... and even then, only in part. I don't like the idea of losing the res (this is also a strategy that comes into play on a lot of quests/missions... especially when resses are limited and there are barriers along the path to the dead).

It would be kind of neat if there was a hardcore server though, where when you died you returned the outpost minus your team. I would definately sacrifice one of my characters to be able to play on the Hardcore Server.
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Old Jul 25, 2005, 05:19 AM // 05:19   #33
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Quote:
Originally Posted by Jigs
The hell! dou you mean that if your character died, you have to start all over again. What if you are almost done with the mission and u died, u have to grind again to regain all what was lost
he was only (jokingly) expressing a point

At anyrate, I do not support this idea unless a seprate server of some kind was setup specifically for hardcore players, since it kinda goes against the grain a.net was trying to establish in the first place.
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Old Jul 25, 2005, 07:58 AM // 07:58   #34
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Wow, this is one idea I have no support for what so ever. I wouldnt mind if they made a hardcore option, cause I simply wouldnt do it. But if they changed GW to fit this system, I simply wouldnt play.

I like the way it is now, its not mean to be super tactical hard PvE. Sounds like players who like this type of idea would be better off playing Mario.
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Old Jul 25, 2005, 08:10 AM // 08:10   #35
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Quote:
Originally Posted by Charrbane
Wow that would suck harder than a vacuum cleaner in space.
lol, and as to the idea. no, worst idea i've ever heard.
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Old Jul 25, 2005, 08:24 AM // 08:24   #36
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Quote:
Originally Posted by spiritofcat
Here's an idea, what if when you died, your character was gone forever and you had to start again from pre-searing?

Seriously, Guild Wars' death system is much better than the system you're describing, and the systems already existing in games like Diablo 2 and WoW.
BTDT. It was called D2:LoD HC Ladder. Level 78 Sorc died in Hell from a TPPKer. It was the day I quit closed bnet. Funny now, I can't recall if I named her Cassioepeia or Gian_Avur......

Last edited by dansamy; Jul 25, 2005 at 08:32 AM // 08:32..
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Old Jul 25, 2005, 10:22 AM // 10:22   #37
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well, if the OP likes that type of game, go play Neverwinter Nights, and use the old Fraghause Krynn server.
after level 3, there was a sertain persentage that your chars death was a 'perma-death' and that server is one that when you die, your gear, your items, cash and clothes...everythign infact, is dropped where you died at, and then you have to run back form the starting area to get your stuff, only to find that some *nice person* has taken everything you had....

definately, not signed i hated that stuff and im not going to play that way again unless im majorly compensated for such *&$* with other in game stuff like houses and crop farming and animal breeding and so on ^^
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Old Jul 25, 2005, 03:36 PM // 15:36   #38
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Quote from the Comicbook guy, "Worst episode, ever!"
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Old Jul 25, 2005, 04:17 PM // 16:17   #39
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Quote:
Originally Posted by Charrbane
Wow that would suck harder than a vacuum cleaner in space.
I very much agree with this statement. It would only make doing missions so much harder as well as quests. I think that the DP is a great compromise between letting you get off scotch free and rezoning you as this thread author said. Definately do not agree
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Old Jul 25, 2005, 04:23 PM // 16:23   #40
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Quote:
Not very hard?
Surely a vacuum in a vacuum wouldnt really make much difference...?
Doesnt anyone care enough to make realitic analogies thes days?
Am I a mental?
Further, things are /blown/ into a vacuum, not sucked. But yes, a vacuum cleaner in space would fail to blow.

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