I've died a bunch of times already on some quests. I probably suck and am OK with that. Or probably due to the fact that I'm all Overcharge so far and have no decoy, blink, or cloak to save me like 99% of players are using![]()
I've died a bunch of times already on some quests. I probably suck and am OK with that. Or probably due to the fact that I'm all Overcharge so far and have no decoy, blink, or cloak to save me like 99% of players are using![]()
At times, I hate to practice, but I love to play. I know I need to study and I know I need to practice and I know how important it is. That doesn't mean I have to like it. The question I have to ask myself is am I willing to do that? And the answer is yes.
Nexos_Arc:
Yes we are talking about a game. I sometimes forget that when I enter forums. Thanks for the reminder.
Inconvenience?
Say you're in the middle of a mission, and on a boss mob at the end of it. You get the boss' HP halfway down, and you die twice. You lost some chump change you'll make up in minutes, run thirty seconds back to the mission, and the boss is STILL AT HALF HEALTH. How in the hell is that not about challenge? You can't possibly lose.
What is the point of playing the game when the outcome is predetermined? It's like starting a game of Monopoly with all the money in the bank and the other player (CPU) has nothing. Where is the fun is that? The outcome is already decided.
This game is nothing more than zergfest. You don't even need an army of zerglings - just yourself. You're not encouraged to redo the mission without playing like an idiot or committing too many mistakes - you can just figuratively bash your head against a wall until you break through. No matter what you do, you can not lose. There is no weight to your actions. No risk, all reward.
I never thought I'd see a more absurd system than Dead Island. In Dead Island, you spawn roughly ten yards from where you die. Like Defiance, all mission progress/enemy health is not reset and you lose some chump change. It was essentially the same system - only you didn't have an option to spawn ON THE SAME SPOT for five minutes at a time.
For those who do find the game difficult...what would you consider easy to be? At the rate we're going, we may as well omit dying altogether and give everyone infinite HP outside of PvP. That would make it more accessible I suppose.
I'm not saying we need permadeath, full loot, etc. That's one extreme. What people need to realize is we're already at the OTHER extreme and it absolutely ruins games. A non-winnable game is not fun. For many, neither is an non loseable one.
There is next to nothing they can do to make Defiance easier aside from an "I win" button or infinite HP in PvE.
I fear dying. It hurts my epeen.![]()
jeez so what, this game obviously isn't meant to be hardcore. Why should dying be something to be feared with how casual this is? Also its a game people, not a simulation and an mmo at that of course the death penalties will be light.
Light is fine. Borderline non existent, though?
I'd be satisfied if at least all the enemies you killed in a mission didn't stay dead when you, yourself, croak. It completely trivializes the death mechanic. You can just keep chucking your corpse at a mission until you finish it.
A death penalty? No MMO that I know of has a death penalty today. I think Everquest was the last MMO to have a death penalty that trained you to avoid death at all costs. Today. all MMOs are designed to be as easy as possible to appeal to as many people as possible. The success of the Wii to bring in non gamers by offering something so simplistic grandma and grandpa could play has motivated game producers to focus even more on making games easy.
I wouldn't like it if the game punished you too hard for dying. Not in a game like Defiance, where dying is pretty often unavoidable (For a lesser good player like me). I think its fine the way it is.