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Player Features and Ideas Discussion

 
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Eve online and Dieing

Author
Abbey Montauk
Vita Post Mortem
#1 - 2012-10-20 17:47:48 UTC
Playing through 0.0, wormholes, and even in high-sec, there is no real incentive to live. Therefore we follow through with our goals only at the expense of our wallet. But what if it was just more than your wallet that was taking the hit? Would you go outside and self destruct your POD to get to high sec because you used your JC?

As an eve online player, dieing easily outweighs the pros of staying alive. Adding a part to the game that, well, gave you more incentive to be careful, would be beneficial. This can be done ranging from death timers to inhibiting the ability to do certain skills for a period of time.

No one likes to be in a 20v40

Own the group of 40 with some sustainable losses, so its a 14v20, only to have the same 20 you killed come rushing back from that titan bridge. Roll

Flame away.
NiGhTTraX
Deep Core Mining Inc.
Caldari State
#2 - 2012-10-20 19:08:07 UTC
Soooo make PvP even less attractive to new players?

If you're gonna post here thinking your idea is the greatest thing since bacon and that it will save EVE and possibly all humankind with it, you're gonna have a bad time.

ShahFluffers
Ice Fire Warriors
#3 - 2012-10-20 20:42:23 UTC
Why?

Fights supposed to be encouraged, not discouraged.
Luc Chastot
#4 - 2012-10-20 22:05:02 UTC
Close your eyes and frantically click around the biomass character button if you want to feel the thrill of true death.

Make it idiot-proof and someone will make a better idiot.

Adree Jericho
Federal Navy Academy
Gallente Federation
#5 - 2012-10-21 03:28:53 UTC
The made suggestions are not great, but the premise for why such a thing might be beneficial is actually quite sound. The lack of penalty for actual death is the root of a number of problems with the game. Remember if there was a penalty for death other than a hit in the pocketbook, the bounty-hunting system wouldn't have been utterly broken for years. The concept of death-clone jumping is thematically jarring and adds nothing to the game play other than meta-game convenience. If you can bring yourself to let go of the brainless convenience of hi-sic <--> null sec travel through clones, there might be some good design space to explore that would add to the meaning of actions taken in Eve.

Food for thought.
HELLBOUNDMAN
Aliastra
Gallente Federation
#6 - 2012-10-21 03:57:30 UTC
Part of the back story in Eve is that we are immortal.

We can die over and over again and always able to rejoin the fight.

We are gods among men.

Kill me, and I can literally come back and haunt you..