Oof indeed it is. Thank you very much!
Main issue: it’s presented has a penalty.
Smart games (not Boundless) counter this by buffing players if they stay alive , or simply because they play the game.
More like “the glass is half full” instead of “it’s half empty”
But we already talked about this plenty of time.
Makes us drop all our items instead, nah I love the xp penalty as it is even tho I wish it would be dubble as much but thats only my opinion
There’s a handful of unfair deaths still in the game. Fall damage from agility builds using unforged, readily available grapple reel speeds. Fall damage from jump skills. Hopper explosions clipping thru walls. Hoppers low key tracking you off radar and then jumping on top of you from a very high height where you can’t hear the kettle boil sfx.
I’d rather see those patched up than no death penalty. They fixed the bug that makes you unequip grapples suddenly and that’s one less source of unfair death. The planned rework to fall damage should close out a bunch of other ones. Hopper AI needs to be tweaked a little.
Lag I’m less sympathetic to. Maybe the game could tell you what region each planet is in more clearly when looking at portals, so you can avoid the regions that produce the most lag. But the devs don’t control lag, your ISP does. And I agree that the reviver brews are quite the item. It almost makes more sense to drink one of those when you’re in danger than drink a healing potion.
I just tested this and I have to gain 20k experience with the debuff. In other words the number in the upper right corner has to go to 20k until you clear the death penalty, and that number is the modified xp gain. So in reality you do lose 20k xp every time you die, ignoring the stacking thing so if you die often and already have the debuff it’s not 20k.
This game has one of the easiest death penalties of any game i’ve ever played. You don’t lose anything but future time spent getting xp. The game even lets you start right back in the area you were in when you died. You aren’t forced to go home, you don’t lose gear, and you aren’t truly debuffed like in other games.
Maybe I’m a little old, but BACK IN MY DAY…
final fantasy xi: at launch, the death penalty was 10% of your current level’s experience points were taken from you. if you weren’t 10% into your current level, you leveled DOWN. and it had the worst, most depressing sound in all of gaming history. you were also sent home, which usually meant a 30 minute walk back to where you were. The levels were hard to get, requiring finding a group of 6 balanced classes with good gear and killing monsters that were at least 6 levels higher than you. if you somehow got a resurrection, to avoid being sent home, and half of the xp loss, then they applied a weakness debuff, lowering your health and magic points to like 10% for 10 minutes.
EVE online: your current ship explodes, 60% of the cargo and fitted modules disintegrate and no longer exist, and you are left in your escape pod. if you were killed by players, they would probably kill your escape pod to send you back home, and also loot the remaining 40% of your assets, while smack talking in chat. ive lost ships that took me a month or more to get enough in game money to build.
the death penalty in these games was so intense it made me actually have feelings when i died. remember when games made you feel more than the slot machine satisfaction of getting more items?
Ffxi was amazing.
That said, I consider this to be in a different category of MMO - casual vs hardcore. I don’t want creative mode Minecraft, but I do feel deterred from building and exploring by death penalties.
Lol and here I drink reviver brews and jump off cliffs.
Also I don’t think the 20k is bad at all. With no pie active I got around 30k for chiseling my marble floor(300ish blocks) didn’t take long at all to do that either.