oh i see where you are coming from now, well in that case the effort of running/flying back in to the battle is i think punishment enough for death... you miss out on XP and dropped items... that should not be resources BTW... well at least the same resources you thump for.
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dying is already going to be a downer.
So you suggest that the only penalty is that you loose the time you would have gaining something.
I am not certain that is enough, but I will definitely file away your suggestion for the future.
that is one of the issues FireFall had... they assumed every one wanted resources and to craft so they made earning resources a thing for every thing.
the material mats should be gained threw thumping
the currency should be gained threw quests/missions
rare blueprints or items for reverse engineering should be gained threw world/dynamic events... or what ever someone that likes to explore dose.
This is an interesting point, it brings up it's own discussion about what rewards should be gained from what in that game. However that may be incomparable with how Em-8ER will work.
For example: since Em-8ER is very much focused on players collecting resources then crafting their gear there may not even be any sort of XP to gain. There is a still a lot to be decided on, but at this stage all we can be certain of is that resources will take the central role in what the player is gaining from play.
pretty much durability in any form was not popular when firefall was talking about it.
That's not really a fair statement. Firefall only had durability of a particular specific form (with some small variations to that direction from patch to patch). We could not reasonably suggest the general player response to all possible forms of durability just from that.
many people that will think of joining this are going to be hoping for some thing that is like the peak of firefall.. and durability was not part of that.
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so why have some thing people are just not going to like in the first place.
Different people expect different things. Depending on who you ask, firefall's golden era was at different points in time. Some folks are hoping to get as far away from the durability era of firefall as possible, some folks are hoping this game is as close to that era as possible. Like anything else, any feature we add someone will not like, any feature we leave out someone will miss. That is just the reality of the situation. There is no way to design Em-8ER in a way that will please every single set of preferences, nor are we attempting to. Our goal is to create a well designed and truly cohesive experience that fit's within firefall's original design direction. We believe this will please a large number of people.
All that said, let us not mistakenly equate all forms of durability systems with the version that firefall used. As I mentioned before, the versions of durability being considered for Em-8Er have little to nothing in common with firefall's version.
and if the economy is done right then having a cost to death is not going to be some thing that balances well between the different play styles people can choose from.
I don't believe anyone has enough information to make that kind of assessment. Though I'm open to hearing out how you come to this conclusion.
resource sinks can be done many other ways.
Realistically resource sinks will have to come from multiple sources so that no single activity will make it too beneficial or too punishing. I'd never suggest that repair costs make or break the economy by themselves, it's a matter of whether they can be part of the solution.