Old beta player here. Started right before .5
Things I just wanna state: You don't want...."punishment" to be exponential. You want it to be a baseline. So ixnay on the skills that recharge slower and slower the more you die. I'm also against the "downed" mechanic where you get killed yet you can "fight your back to health". Not because its unrealistic but because its cheap. It cheapens your "first death" so to speak.
"Oh I'm just downed its cool." To me that takes away from....your character's life meaning.
My vote? A baseline percentage (I personally like 8%) of durability on hit on equipment on death.
When durability first launched....Wow what an outcry from some of the community. Me? I was usually in tier 1 gear fighting tier 4 enemies because I like a challenge. But I still made and lost tier 4 gear sometimes to durability. It was no big deal. You get money and resources again....spend it.
Plus there was such a large outcry against durability after its initial implementation that it barely even got time to be tweaked and just got shot down to basically meaning nothing. So like I said, I'm all for durability hit on death. The hard numbers can be tweaked to where it matters but its not ridiculous.
I think people made a hyperbole of the whole situation because they held a super strong sense of attachment to their gear. I saw it as a business in an economy and a crystite-sink. I saw the big picture of interconnecting systems within games. See if you interconnect combat with the economy, then you interconnect different types of people in a virtual world. It gives the players who craft tangible purpose. Not just like their making another (Gun +1) x 9999 in the marketplace. They know that someone will not only buy their crafted product but will then Use it. It gives the items purpose. Just like it should happen with classes. You should rely on others or we have a gw2 situation where its everyone for themselves.
And one more point that I have to say about comments like these - "The game should purely be about fun", or "There shouldn't be a punishment because people will quit the game if its too harsh."......
Its like if I was to pick up Mario and...say I die once or twice.
Me - "Well....dang I have to improve? Nah. I'm done. I quit."
I could care less about those players leaving. Good riddance. We're in a war for a planet here. This isn't Farmville. This isn't Destiny 2 where your enemies serve themselves on a platter and you just have to click your mouse (go look it up I'm not kidding).
If people quit over something like that, they have no place beside the warriors. Some will take this as "elitism" but its not. Games started as some sort of challenge being apart of the design and should remain that way. And alongside the challenge I too like the OP think there should be incentive not to die alongside the actual challenge of the combat.
Things I just wanna state: You don't want...."punishment" to be exponential. You want it to be a baseline. So ixnay on the skills that recharge slower and slower the more you die. I'm also against the "downed" mechanic where you get killed yet you can "fight your back to health". Not because its unrealistic but because its cheap. It cheapens your "first death" so to speak.
"Oh I'm just downed its cool." To me that takes away from....your character's life meaning.
My vote? A baseline percentage (I personally like 8%) of durability on hit on equipment on death.
When durability first launched....Wow what an outcry from some of the community. Me? I was usually in tier 1 gear fighting tier 4 enemies because I like a challenge. But I still made and lost tier 4 gear sometimes to durability. It was no big deal. You get money and resources again....spend it.
Plus there was such a large outcry against durability after its initial implementation that it barely even got time to be tweaked and just got shot down to basically meaning nothing. So like I said, I'm all for durability hit on death. The hard numbers can be tweaked to where it matters but its not ridiculous.
I think people made a hyperbole of the whole situation because they held a super strong sense of attachment to their gear. I saw it as a business in an economy and a crystite-sink. I saw the big picture of interconnecting systems within games. See if you interconnect combat with the economy, then you interconnect different types of people in a virtual world. It gives the players who craft tangible purpose. Not just like their making another (Gun +1) x 9999 in the marketplace. They know that someone will not only buy their crafted product but will then Use it. It gives the items purpose. Just like it should happen with classes. You should rely on others or we have a gw2 situation where its everyone for themselves.
And one more point that I have to say about comments like these - "The game should purely be about fun", or "There shouldn't be a punishment because people will quit the game if its too harsh."......
Its like if I was to pick up Mario and...say I die once or twice.
Me - "Well....dang I have to improve? Nah. I'm done. I quit."
I could care less about those players leaving. Good riddance. We're in a war for a planet here. This isn't Farmville. This isn't Destiny 2 where your enemies serve themselves on a platter and you just have to click your mouse (go look it up I'm not kidding).
If people quit over something like that, they have no place beside the warriors. Some will take this as "elitism" but its not. Games started as some sort of challenge being apart of the design and should remain that way. And alongside the challenge I too like the OP think there should be incentive not to die alongside the actual challenge of the combat.