Re: Rez Sick
Posted: Tue Mar 17, 2015 7:21 am
I think XP debt (especially if one doesn't get their TS back) and paying for repairs is punishment enough to players that are leveling. If the XP curve is harsh, then people aren't going to go around getting themselves killed constantly. It wasn't until F2P that they implemented rez sickness for under 50 players. It was another one of SOE's stupid decisions to give it to people across the board. However when they did it, you only got rez sick if you released. So if you were rezzed by a healer, you didn't get it.
For people that are grouping, they're probably going to be dungeon running. And I know from experience that sometimes when you wipe, the rest of the group doesn't have time or doesn't want to go back down into the belly of the dungeon to get their tombstones back. That is a hell of a punishment if people are leveling. So again, I don't really think it's necessary.
For people soloing, you're going to cause an imbalance of too many disciples, too few dpsers. If you want to make people worry about death, they're going to play the classes least likely to die. And the ones that can heal themselves have always had a huge advantage in that department. To me, that in itself, is imbalanced.
And then you get to raiders. These are people that are probably already top level. Now on the old VGplayers site... I used to check the old leaderboards quite a bit. And I'd always liked to see how many deaths or whatnot. And when you looked at the players with the most deaths, it was always the very top, hard core raiders. Because these guys are out there, pushing to learn the strats. And you don't learn the strats without getting hurt. A lot. As Q once told Picard in Star Trek TNG: "'If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross, but it's not for the timid."
And I feel like rez sickness trains people to be timid.
But if you give it to raiders, they're just going to wait it out, and the goal of the rez sick is lost anyway.
I guess what we should figure out first is: Why should we give people a rez sickness?
If it's to punish players for dying, then what controls do we give them to prevent it?
When I think of this, I think of GW2 and how every single strategy in the game is "run around like crazy and heal yourself", it's up to everyone to keep themselves alive. It's not coordinated. It's not fun. GW2 somehow managed to put the "I" in "team".
If I die because I pulled aggro, and got one shot, then I deserved that death. That teaches me not to do that.
If I die because there's an unavoidable AOE and my healer can't keep up, I don't feel like I deserved that death. Especially as Apaelias put it, one lucky crit and you're dead. What do I learn from that? What can I possibly learn from that? Oh, well, play a disciple and that won't happen. Well that's not the right attitude at all.
If you want to punish people for dying, make it part of the gameplay that we can do something about. Perhaps you should give them a rez sickness debuff if they don't get their tombstones. Or if they leave items in TS escrow (That was a 'bank' exploit).
But I really don't think we should punish people just because they died.
For people that are grouping, they're probably going to be dungeon running. And I know from experience that sometimes when you wipe, the rest of the group doesn't have time or doesn't want to go back down into the belly of the dungeon to get their tombstones back. That is a hell of a punishment if people are leveling. So again, I don't really think it's necessary.
For people soloing, you're going to cause an imbalance of too many disciples, too few dpsers. If you want to make people worry about death, they're going to play the classes least likely to die. And the ones that can heal themselves have always had a huge advantage in that department. To me, that in itself, is imbalanced.
And then you get to raiders. These are people that are probably already top level. Now on the old VGplayers site... I used to check the old leaderboards quite a bit. And I'd always liked to see how many deaths or whatnot. And when you looked at the players with the most deaths, it was always the very top, hard core raiders. Because these guys are out there, pushing to learn the strats. And you don't learn the strats without getting hurt. A lot. As Q once told Picard in Star Trek TNG: "'If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross, but it's not for the timid."
And I feel like rez sickness trains people to be timid.
But if you give it to raiders, they're just going to wait it out, and the goal of the rez sick is lost anyway.
I guess what we should figure out first is: Why should we give people a rez sickness?
If it's to punish players for dying, then what controls do we give them to prevent it?
When I think of this, I think of GW2 and how every single strategy in the game is "run around like crazy and heal yourself", it's up to everyone to keep themselves alive. It's not coordinated. It's not fun. GW2 somehow managed to put the "I" in "team".
If I die because I pulled aggro, and got one shot, then I deserved that death. That teaches me not to do that.
If I die because there's an unavoidable AOE and my healer can't keep up, I don't feel like I deserved that death. Especially as Apaelias put it, one lucky crit and you're dead. What do I learn from that? What can I possibly learn from that? Oh, well, play a disciple and that won't happen. Well that's not the right attitude at all.
If you want to punish people for dying, make it part of the gameplay that we can do something about. Perhaps you should give them a rez sickness debuff if they don't get their tombstones. Or if they leave items in TS escrow (That was a 'bank' exploit).
But I really don't think we should punish people just because they died.