Community Questions/Poll for this Week's Podcast

It is podcast time this week, and as always, we're looking for questions from the community. If you have any Star Wars: The Old Republic or website related questions you would like to have answered on the podcast, then feel free to ask them in the comment section of this post. This week's podcast will be a community focused one so we will try to include as many as possible on the podcast.

CommPoll


This week's community poll/discussion after the jump.
Should death have a penalty? (Ex - armor/item degradation, exp loss, corpse runs, etc)


  • Yes (81%, 254 Votes)

  • No (19%, 61 Votes)


Total Voters: 315


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In your comment, please include your explanation of your poll choice plus any additional questions you may have, as we may feature your comment or question on the podcast.

Comments

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  • #36
    Death penalty is good for adding the challenge and purpose to kill people, for revenge or for bragging rights, or possibly humiliation. For the victim, it may bring them down, in terms of the mind, but they will think twice what to do to avoid it again, making the competition tough in the next time around. Death penalty encourages people to fight harder and make battles worth so much because every point counts to stay ahead and be the top dog of the game. Yes 4 death penalty to protect the competition and bring incentive to play pvp and pve.
  • #35
    I do not mind some sort of penalty when I die, it make me work harder to stay alive and makes idiots think twice about charging in.

    Regarding Permadeath Damion Schubert has already confirmed that its not in TOR.
  • #34
    So Demographic Guy, you're basically speaking of a system that's like the opposite of the Rest system from WoW?
  • #33
    Because you can still have some consequence to dying w/o it adding aggravation. Instead of doing nothing, you are playing (interacting) with the game gaining the xp back (as opposed to just running laps).

    XP loss can also be reduced. For example City of Heroes has an XP loss system (more accurately an XP slowing system). But you are back to normal XP in 5-20 minutes (depending on what you're doing) .

    Their system has it so the penalty is you make XP at half the speed for X amount. As opposed to say in SWG where if you were a jedi and you died you could lost days if not weeks worth of XP.
  • #32
    As long as we're allowed to film it we definitely will.
  • #31
    Well it serves as a strong teacher. In FFXI there's XP loss, so people rapidly learn all the tricks of the trade to keep themselves from dying, or taking unnecessary risks that can result in death. When death is a slap on the wrist, people will die as the easy way out, like how people in WoW will just die and resurrect at the graveyard to quickly get back to town.

    I wouldn't advocate XP Loss, but I'm not saying it's the worst thing that could be done. For that, I'd say Permadeath would be the WORST thing that could be done with death in TOR. :P
  • #30
    I disagree. There is NOT an infinite amount of time.

    Time, to me, is precious. I want to feel like my time is spent in a meaningful (fun) way. I do not want to feel as though I'm being forced to jump through mundane hoops.

    That would make me feel like I am wasting my time. & time is valuable. Time is money (figuratively & literally in a mmo).

    Time is also a finite resource in real life. More time spent playing the game is less time spent accomplishing tasks that allow us the free time to play the game.

    If someone hits a rough patch they could very well spend the majority of play time during a session 'commuting' to a mission. That sounds like a major killjoy imho.
  • #29
    XP loss was very annoying while grinding my Jedi in SWG, back in the holo-grind days. It also just felt like another mechanic to make me mindlessly grind. While i loved the pvp aspect of being hunted, the penalty seemed too harsh. Corpse runs are okay but invite corpse camping by other enemy players. I think i would be for item degradation and spawning at a med center. A med center debuff would be okay only if a healing smuggler or other could remove it with a skill. I also feel like item degradation could give crafters more to do.

    PvP should have no penalty, however if you spawn far away at a med center the time taken to get back into the fight might be penalty enough for the rest of the group.
  • #27
    I agree Money Sinks are a topic of thier own , especialy since many people dont understand what they are and why they are important.
  • #26
    I can say right off the bat with 100% certainty there will be no XP loss in SWTOR. How can I make such a bold statement based off of what little we know about the game? Very easy , Its a story driven game...Advance the story , advance your character...Make a decision and live with it. Any type of XP loss or reduction in awarded XP would reduce the natural flow of your progression and remove you from the story Bioware is so painstakingly crafting.
  • #24
    I've personally always enjoyed games more where there was some sort of fear of death. Without that the games always feel less exciting to me. I think most people can agree that corpse runs are annoying and outdated and I personally don't like just cool down death penalties. I'm always somewhere in the middle on what the penalty should be. On the extreme side you have UO style loose all your stuff to the person who killed you and on the other side you have the more modern wow penalty that's not much more than a "wait 5 minutes to get all your stats back". I'd like to see something that people really don't want to loose without making them spend 30 minutes trying to get their stuff back. I personally feel my favorite, not that anyone likes them, penaltya has to do with experience. I think that's something no one wants to loose, but won't put you out of the fight necessarily either. Now of course this leads to other issues if you want the same penalty associated with PvP. Now griefing can become a major issue. I don't think anyone has developed the perfect solution yet, so I'd like to see something new. I want fear of death, without feeling like I should just quit the game because I lost all my stuff or 10 hours of work.....

    My second question is more about STO. I know, I know... It's a bad word when it comes to star wars. I lean WAY more towards the Star Wars line, but I'm so craving something other than a fantasy MMO, that I'll play just about anything. Have you guys spent any time in STO yet? I think there are some additional lessons to be learned here and I hope Bioware is paying attention. This mmo doesn't have the "story driven" content, but it does have both space/ground combat and companion characters. There are definitely things about this game I do not like, but there are some things they do well. It's the first space mmo that I feel actually made space combat fun without being overly complex and gave you enough to do in order not to be overly simplistic..... I think there's more to say here about it, but it may make for some interesting analysis.

    Keep up the good work, I always enjoy your podcast and look forward to listening to you guys up to and through game release.

    Josh aka Arcana
  • #28
    I have to disagree , I find the story in STO to be very compeling...The trick is to do the story quests in the order and read EVERYTHING. The game itself is very very bland and if CoH,CoV, and CO are any indication it will remain bland until Cryptic shuffles thier next cookie cutter game out the door and STO becomes STO? and drops off the face of the earth.
  • #22
    Agreed. Guild Wars handles DP well. The game gets a lot of crap for being instanced, but besides that the developers did things superbly.
  • #23
    To break it down... each time you die you incur a 15% death penalty. This percentage is taken away from your health and energy. Max DP is 60% (so you have 40% health and energy left).

    To get rid of DP, you just keep killing things. As you earn XP, the DP dwindles away.

    So if you're careless and you die a lot... the game becomes harder until you pull yourself together.

    LotrO (open-world!) uses a system similar to this, except your DP goes away after 10 minutes. Personally, I like the GW way because in LotrO I find myself leaving the game to get a snack while my DP goes away *yawn*.
  • #20
    I'm not really sure who would say "no" to this, and what their reasoning would be.

    There has to be some fear of failure as motivation for not losing... without it, it trivializes gaming in general.

    It doesn't have to be harsh, but I feel more than a simple corpse run.
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