Dec 04, 2007, 03:20 PM // 15:20
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#61
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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Quote:
Originally Posted by Isileth
Its actually CORPG, Competitive Online Role Playing Game
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KK I'll try to rember it this time.
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Dec 04, 2007, 03:20 PM // 15:20
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#62
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Jungle Guide
Join Date: Feb 2007
Location: wisconsin
Guild: Spiders Lair Kurz [SpL]
Profession: W/A
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WTS: prot spirit.
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Dec 04, 2007, 03:21 PM // 15:21
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#63
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Academy Page
Join Date: Dec 2006
Location: USA
Profession: R/E
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/notsigned
If you want to play Guild Wars without having to worry about DP, there is a wonderful place that DP even can't touch. It's called presearing, and you can stay there forever!!!!
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Dec 04, 2007, 09:55 PM // 21:55
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#64
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Desert Nomad
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I am still at the opinion, that DP system is only good for Pvp, there its balanced, but for pve its just unbalanced crap, where the % rates should be -25/+25 and not -60/+10 ...
And then give characters other negative effects, so more they die, instead of ever reducinc more and more the max H, until the dumbest monsters can kill you with their little farts in 1 Hit "theoretically"
Negative effects, like decreased to none experience anymore per kill, decreased to none money gain anymore for monster kill.
Reduced durations of Enchants, or longer durations of hexes, logner durations of conditions, or stronger effects of conditions, like Deep Wonds reducing HP instead of 20% for +5% more per death, while being on the field/dungeon.
Slower Skill recharges, higher Skill Energy Cost ect pp..
there are loads of much better fierce negative DP effects, then reducing the max Hp to the points, where you get insta killed, especially in HM and just have no chance anymore, to delete the DP, because of these heavily unbalanced Hp decrease you become unable to kill anything, before somethign kill you.
Protective Spirit is no allround wonder skill ..ists just an enchant, which can be very quick removed, then need the enemies to deal to you while ur unenchanted with it 1 hit = dead, when you have then meanwhile no skills active, which prevent deadly hits, which would otherwise kill you.
only because this unbalanced gameplay system stays now in the game for the time that GW exists, doesn#t mean, that this system is perfect and can't be improved.
insanely reducing the max HP to under the half is not the only thing, which can be a good "Death Penalty" ....
people which think this, are either absolutely ignorant, small minded, or even both together at same time
just my 2 cents
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Dec 04, 2007, 10:08 PM // 22:08
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#65
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Krytan Explorer
Join Date: Nov 2006
Location: Sol 3
Profession: R/
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Do you people even read posts anymore? Or do you just see certain words you don't agree with and take it from there?
I do not want DP removed completely. I would like to see how you reduce it changed. Not go away completely, just go away faster. Some places, take Arachni's Haunt for instance, have lots of low-level mobs that don't give suitable XP to reduce DP. You need +75 for each 1%.
If the DP mechanic were changed (read: NOT removed), to 1 kill = -1%, you could still drop DP AFTER YOUR CONSUMABLES HAVE RUN OUT. You shouldn't have to rely on Honeycombs or Grails or Snickers bars to compensate for a blatantly-overpowered boss.
"Hey, let's make bosses super powerful, and then add 'consumables' so the players can keep up!"
"Why not just lower the boss level, or make players more powerful?"
"No, that would unbalance the meta! Skills cannot be made more powerful! Unless they're monster skills..."
Do you get that? Certainly makes sense to me. Any kill gives you morale. Not a difficult concept to grasp.
Finally, a supporter of my cause, albeit a bit muddled. Thanks Phoenix.
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Dec 04, 2007, 10:33 PM // 22:33
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#66
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Flying Gophers
Profession: Rt/P
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One time my party was at 60% DP and I had trouble killing a boss. It was actually the first time doing Sepulcher. Did I quit because he could party wipe in one attack? No, I actually used by brain. No. I set my Prot monk to use PS on herself, and only enabled ZB and PS. I manually reapplied PS when needed. I sent her in by herself, she took the brunt of the damage, and tanked while the rest of my team killed the boss from afar. I didn't use one consumable the entire time. In hard mode. Thus: I didn't have to use consumables to overcompensate for an overpowered boss....
Yes, it took a while. But at least I had a brain enough to figure out a way to beat him without needing consumables. Also, considering there are no enemies left, how would your change help any? Also, I don't like that fact that "any" kill gives you HALF as much morale as a boss would....
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Dec 04, 2007, 10:39 PM // 22:39
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#67
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Krytan Explorer
Join Date: Mar 2006
Location: Chicago
Guild: your cat eats dog food [pup]
Profession: N/E
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/notsigned
The system works the way it is.
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Dec 04, 2007, 10:45 PM // 22:45
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#68
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Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
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I'd say, suck less
DP is one of the few things that keep this game challenging.
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Dec 04, 2007, 11:15 PM // 23:15
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#69
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Ascalonian Squire
Join Date: Jan 2007
Guild: LUXN
Profession: R/W
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PVE would be too easy with out death penalty.
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Dec 04, 2007, 11:17 PM // 23:17
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#70
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Krytan Explorer
Join Date: Oct 2007
Location: Tualatin OR
Guild: N/A
Profession: A/W
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Wiki wasn't made by idiots (although the build page once was when idiots thought farming lvl 0's was farming), read their guides on certain missions, quests, dungeons, whatever. They've helped me a lot, and it will make it so these "Cheating" bosses are as easy as Ascalon.
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Dec 04, 2007, 11:17 PM // 23:17
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#71
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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IF you were saying Remove DP from more forms of pvp (cept Gvg =P and Hero crapples.)
id sign...
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Dec 04, 2007, 11:21 PM // 23:21
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#72
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Frost Gate Guardian
Join Date: Mar 2007
Location: Manchester, UK
Guild: Carpe Nocte [StN]
Profession: R/
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Managing DP is imho great fun. It can make you play the game in a way that you might not consider. I remember many a great GW'ing moment where my team has been at 60% dp in HM, and so you just go for that one last not-a-chance this-is-going-to-work assault only to find that blind luck and a bit of brass kills an elusive group of nasties or boss, ah it gives me a warm glow
Of couse sometimes it all goes Pete Tong, so you change you team set-up, tweak your build and then go and grab a great slice of revenge, best served chilled!
I use consumables in HM co-op's and the occasional Vanq, but on the whole find them as a bonus but not a requirement.
So to the OP, nice idea, but ./notsigned
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Dec 04, 2007, 11:22 PM // 23:22
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#73
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Sydney
Guild: currently looking /sadface
Profession: Mo/E
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Off topic: Anyone remember the diablo 2 style death penalty, having to retrieve your corpse from the group of baddies that killed you the 1st time. The worst part being you lost experience and gained another corpse to retrieve for each time you died. I think that worse than dp.
On topic: dp is fine as it is
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Dec 04, 2007, 11:24 PM // 23:24
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#74
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Banned
Join Date: Jul 2007
Location: All over Tyria, Cantha, & Elona
Guild: The Eternal Night Vanguard [TEN]
Profession: R/
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/signed!!!
Death penalty is so unfair. Even WOW doesn't have it and I hate that game. They just have to guide their spirit to their corpse and that's it. No death penalty, and still no losing anything in your inventory. Death penalty has been in the game since the beginning (except in Pre-Searing) and should be removed. I really can't believe all the /not signed's in here...
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Dec 04, 2007, 11:39 PM // 23:39
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#75
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Jungle Guide
Join Date: May 2005
Location: USA
Guild: Karr's Castle
Profession: W/E
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The point of Death penalty is that it is undesirable. You're not supposed to like it. You're supposed to avoid it and when it happens, it's supposed to be bad.
Guild Wars already has one of the most lenient mmo style deaths in the game industry. Removing it is a joke. It makes the game almost pointless. When there is no penalty there is nothing to overcome.
Quote:
Originally Posted by Tender Wolf
Death penalty is so unfair. Even WOW doesn't have it and I hate that game. They just have to guide their spirit to their corpse and that's it.
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No, WoW allows you to chose between running back or losing items/gold. And I garantee if you had to run 5-10 min back to your body every time you got killed you'd wish there were DP. Unfair? hah.
Last edited by Darksun; Dec 04, 2007 at 11:42 PM // 23:42..
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Dec 04, 2007, 11:42 PM // 23:42
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#76
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Desert Nomad
Join Date: Aug 2006
Location: 668 the neighbor of the beast
Guild: TFK
Profession: A/
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/signed.
the Op isnt asking for removal of DP just modification of it. I dont know if 1% is a fair number but I can agree with lowering the pain level a bit.
To the other posters telling him "player better" and other insults. While you are all prob gods in your own right to the gaming world not eveyone plays at the same lvl. From you post you didnt even seem to read what the OP said.
~the rat~
"Age and treachery will always overcome youth and skill"
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Dec 05, 2007, 02:41 AM // 02:41
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#77
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Krytan Explorer
Join Date: Apr 2007
Location: Denmark
Guild: Dragonslayers Of The [Mist]
Profession: W/Mo
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Quote:
Originally Posted by keefe
Off topic: Anyone remember the diablo 2 style death penalty, having to retrieve your corpse from the group of baddies that killed you the 1st time. The worst part being you lost experience and gained another corpse to retrieve for each time you died. I think that worse than dp.
On topic: dp is fine as it is
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The worst thing was playing hardcore and getting your character killed.
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Dec 05, 2007, 02:41 AM // 02:41
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#78
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Quote:
Originally Posted by legion_rat
/signed.
the Op isnt asking for removal of DP just modification of it. I dont know if 1% is a fair number but I can agree with lowering the pain level a bit.
To the other posters telling him "player better" and other insults. While you are all prob gods in your own right to the gaming world not eveyone plays at the same lvl. From you post you didnt even seem to read what the OP said.
~the rat~
"Age and treachery will always overcome youth and skill"
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But it already works that way. Killing one foe in hardmode RoT is about 1% DP. DP is removed via experience gain. Either you'd have to increase how much expereince is earned per monster kill (bad idea, makes leveling in PvE easier, doesn't give new players enough time to grasp game mechanics) or decrease the requirement of EXP per % of morale (again, bad idea, imbalances GvGs).
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Dec 05, 2007, 02:43 AM // 02:43
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#79
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Hugs and Kisses
Join Date: Oct 2005
Guild: Scars Meadows
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I heard if you're not bad at the game and actually spec against the zone you'll be fighting in than you don't have to worry about DP. Could just be a rumor though.
/notsigned
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Dec 05, 2007, 03:15 AM // 03:15
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#80
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Lion's Arch Merchant
Join Date: Jun 2007
Location: Scotland
Guild: [ESP]
Profession: W/
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a mod for DP? there's only really about one way to keep it balanced, but I think people would dislike it even more.
reduce DP per death to 10%, have no limit, and when you reach 100% DP you can't be ressed.
increase morale boost available to 20% and give 2% for every 50 kills.
Why should people be able to die as many times as they want in NM and never fail? I'd say that's imbalance.
Please, before you go asking for more "balance", think hard about who the current balance favours. It's definitely the player, not the PvE enemy. Want more "balance"? lets make it fair... give enemies morale boosts when they kills us maybe? a res shrine for enemies so they can come back and kill you too? How about enemies groups that have different builds every time you zone to counter what you have? Maybe enemy groups always come in 8? maybe taking on 8 level 20 bosses in one group instead of 1 level 30 boss?
Fairness? PvE players, like myself, have all the tools needed to beat each area. It's up to us to use the tools given to find the right way to beat it.
/end rant
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