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About This Page About This Page: This is a discussion on The meaning of death within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Why stop at game death? Maybe if you get killed you should lose your job and your home. Maybe your kids could be fed to the Octs. Seriously though, I
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Old 09-27-2007, 09:31 AM   #61 (permalink)
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Re: The meaning of death

Why stop at game death? Maybe if you get killed you should lose your job and your home. Maybe your kids could be fed to the Octs.

Seriously though, I have never understood the desire for permadeath. It's a game, it's supposed to be fun not work or a day in court. Obviously you don't want things too easy but damn, I like to leave the pain and suffering at work.
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Old 09-28-2007, 04:37 AM   #62 (permalink)
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Re: The meaning of death

Perma-death would necessitate everything being available to all (ie no level grind). Otherwise no-one will play longer than 2 deaths.

I for one, don't want it, and I'm not sure it could work in Jumpgate anyway.
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Old 09-28-2007, 06:20 AM   #63 (permalink)
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Re: The meaning of death

The loss-on-death level in Jumpgate Classic was actually quite high, and people who lost PvP engagements generally logged out for a while, or switched accounts.

The loss-on-death was actually due to loss of equipment, not cash. Not being able to re-equip was a great disincentive to many. Combat did frequently have an end. Either station equipment became low, or the chance of surviving an engagement became low (OMG! there are 20 HG octs in wake sector! Who wants to launch into certain death? Guys? Guys?) There are many who wanted the meaning of death in these events lowered, so they could keep fighting. They didn't WANT the wars to end.

I play WoW now, and the loss-on-death is PURELY financial, and still there are complaints about having to make cash when they want to be doing other things. In PvP, there is nearly zero loss-on-death, just so the PvPers can keep fighting 24/7. They've introduced a cash-cow daily event so people can make more money, so they can switch from PvP to PvE more easily. Now there are complaints from people who are fed up of 'having to do their dailies.'

I actually think the loss in WoW is too low, I'm leveling a pally for ****s and giggles, and yesterday chose to experiment with a killing an elite mob 2 levels higher than me, just to see if i could. I didn't care about the financial loss.

Re-equiping in Jumpgate Classic was a pain in the arse for many. Looking for equipment after EpII started pissed a lot of people off. I'd actually be in favour of way of reducing the equipment loss in PvP. I know Ist rebalanced local production so you could at least launch with local equipment and have a viable fighter. For most people the cash loss was low. But MT tags were meant to help with PvP, reducing the amount they had to do things other than PvP to gain cash.

Death loss has to be balanced, and different people want significantly different levels of loss. Victory incentivization is much more agreeable way forward - more carrot, less stick.
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Old 09-28-2007, 08:56 AM   #64 (permalink)
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Re: The meaning of death

The meaning of death to me has always been a matter of time due to reequipping. I've always been in a multi functional squad though so there have always been those who's game evolves around reequipping.
Death has never really been a huge concern financially as I have always played other parts of the game, with the exception of mining. What I'm saying is that I do things other than PvP.
On US server due to farming there has never really been any cost of death. Too many credits flooding the market meant equipment everywhere with most PvP'ers capable of equipping almost infinitely.
On EU server farming was frowned upon for the most part and as a result equipment wasn't in such abundance, and although EU players were not poor, credits were more of an issue. There was more cost of dying on EU as a result, in terms of both reequipping and financial.
As a result the EU server was seen for many years as the carebear server, while for the most part EU players saw US as "quake in space".

The problem lies with players that only want to PvP, and have no interest in spending time preparing to PvP. I have them in my squad, we have all had them in all our squads throughout the years. Purely PvP squads are the ones that complain most though, as they don't play/enjoy more aspects of the game.
You could argue that traders only want to play one part of the game and not want to be affected by PvP'ers but that's another thread.

I guess what I'm getting at is there needs to be a greater level of interdependence between different role playing types to make death mean more. Too much liquid cash and readily available equipment without the need for interaction means you can just relaunch endlessly. At least it has on Jumpgate Classic, more so on US Jumpgate Classic.

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Old 09-28-2007, 09:48 AM   #65 (permalink)
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Re: The meaning of death

On EU the CP system made the per-death credit cost pretty huge as well.
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Old 10-06-2007, 03:02 PM   #66 (permalink)
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Re: The meaning of death

I remember in WC 1 that if you ejected too much, or blew up too much that you would have to sit through a lecture from your commanding officer.

Maybe instead of exp loss, you had to wait 5 minutes or a set time before you were allowed to launch in a fighter craft again. Allow them to leave in a civilian craft if they wish to. Oh and enforce a playback of scorch and isty singing. that should be torture enough.
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