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2011-09-19, 06:15 PM | [Ignore Me] #24 | ||
Captain
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Were there truly serious consequences in UO, really?
True, you had to run to a healer, then run back past mobs and hopefully reclaim your gear. But you didn't die nearly as often as in a game with actual action in it. Plus, you could just cut your losses and run around in shit gear all the time, so that you never lost anything worth crying over. Just resurrect at a town, restock your shit at the bank and go farm skeletons the rest of the day. You go kill some serious mobs? You'll likely be with friends who will quite possibly get your stuff back and resurrect you. Your character's lifetime in UO (by "lifetime" I mean time between permanent gear losses) was days, sometimes weeks, even months. In an FPS it's minutes up to an hour, maybe. Consequences need to be scaled accordingly. Even in EVE, the consequences of getting blown up, and even popped, aren't as ass-rippingly painful as someone might think. If you went into combat in a clone with implants you could barely afford, you're a moron. If you've flown in a ship fitted with stuff you could barely afford, you're a double moron. If your clone didn't have enough SP capacity, and you let yourself get popped, you're a triple moron. Most people would fly decent ships for their budget (like a cheap T2-fitted BC), built for free by their corp, with minerals mined by the player himself/herself. That, or the entire ship is sponsored by the corp. You go camp or gank something, possibly get your ship blown up, then fly your pod for a replacement ship and you're back in the action in minutes. If you get popped, you respawn, buy a shuttle, make some tea and autopilot to where you had to be. Wow, these consequences are so serious, they could almost make someone feel like a grown-up! And, again, your ship's lifetime in EVE was anything from hours to months. Even then the consequences weren't so severe. There's no room for long-lasting consequences in a fast-paced action game. Granted, WoW/EQ clones are typically slow-paced and could have some consequences for dying, but that wouldn't add much to the game, other than an, ultimately pointless, time-sink. Back when I played UO, every now and then some roving band of min-maxed PKs wold have curb-stomped and face-blasted me into monochrome land. Then came the consequences. I rarely died and always had the best gear I could afford, so they were pretty severe. When I'm playing an FPS, should I have to use mats I gathered over the course of two weeks, then spend half a day re-crafting my awesome, exceptional quality gear (or finding crafters to do that for me)? Absolutely not. Consequences in PS1 consisted of a longer respawn time, plus losing the battle once the enemy blew up the last useful respawn point in the area. The former was annoying, and the latter was painful for the ego, especially if it resulted in your empire being raped and pushed off the continent. In PS2, you will also be able to pull out customized gear and customized vehicles - losing that will have cost you resources that you might be saving up for a long-term gain, like shortcutting some skill training. For an FPS, that's consequences enough. So what is your point, other than being "sarcastic" or whatever you call it? Last edited by FIREk; 2011-09-19 at 07:05 PM. |
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