
Cmdr Sy
EUROPEANS
|
Posted - 2006.09.04 10:14:00 -
[1]
Edited by: Cmdr Sy on 04/09/2006 10:14:34
Originally by: Hectaire Glade Having played an awful lot of MMPORGs over the years I think EVEs only major problem is the cost of death. If the death penalty were in some way reduced further (cost of death in EVE is ship, fittings, plants, time to aquire replacements, time to earn cost of replacement), you would have a lot more people venturing out into the lower sec areas of space looking for a little fun.
I don't want quantity, I want quality. I want the few, heisitant gang / fleet encounters I have in any given corp or alliance to mean something, rather than getting PVP on tap with nothing at stake.
Originally by: Hectaire Glade I played DAOC, arguably one of the best PVP games on the market at the time, this game had 0 death penalty for PVP, you got killed, you appeared back at your starting location equipment intact and with a short duration sickness timer to disuade suicide bombing. Success and advancement came from points earned in PVP combat. Things like 'I Remain Standing' scores added a sense of competition to the game play. Yes, you had to PVE to get equipment and skills to be competitive, but once you reached a certain level you could then make your choice to go PVP knowing that you were not going to suffer such a significant hit if you got killed.
CS:S is also one of the best PVP games on the market. I got fed up after a couple of nights. And this is the reason why.
Originally by: Hectaire Glade Maybe 0 death cost is too far the other way, but right now the cost of PVP death in EVE is what makes the 90% of the population who don't venture from safe space reluctant to head out.
That's their problem.
It's kind of realistic anyway. It's a galactic empires game, and not every trader with trader skills and mentality, is going to strap on blasters and go fight the pirates. Some might. The Empire war mechanism has it partly covered anyway. The rest, I'm not worried about. They have their role in the economy either way.
Originally by: Hectaire Glade Can this be fixed in EVE? I don't know, maybe fully insurable modules would be a step forward, something needs to change, or 0.0 will remain the playground for the established or the rich.
I was never rich when I entered 0.0, though I was when I left it. And to get established, you have to take the step. There are ways of doing it.
Originally by: Hectaire Glade For example, and please don't get hung up on the numbers here, but what about a flat rate fully insurable premium for ship, modules and implants? Say 100mil flat rate. This would effectively cap the cost of death, something which would make PVP much more attractive for the part-timers out there or those who just want to PVP occasionally but don't want to risk thier entire rig just to have a little fun.
If one ship is "their entire rig", then they're not ready for PVP. We don't need the removal of costs of death, and the impact this would inevitably have on the outcome of Empire and 0.0 wars, just so people with all their eggs in one basket can dip their toe in the water. [/cliche]
Originally by: Hectaire Glade If module 'durability' was also added, that is, for each time a module gets blown up with a ship, your replacement comes with reduced durability which, when it reaches 0 renders the module useless, items would still expire from the game over time and continue to create market demand (albeit somewhat reduced).
The cost of death needs to be less if we are going to get that other 90% out of 0.5+ on a regular basis.
We don't need the old WoW mechanics here. If that is the price to be paid to get more safe space people into low sec, I'd rather not have them. Harsh, but it can probably be achieved some other way with time.
|