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One alternative idea:

- Allow corpse looting and item destruction, but mark anything that is really powerful and difficulty to come by as immune to both. Looting/destruction would then mostly affect common (crafted with common materials) gear, crafting materials, and vendor bait.

- To make up for the lower equipment replacement rate this would bring, make repairing damaged items - specially the ones that are immune to destruction/loss - require crafting materials, besides money.

With this, you should still have a feeling of danger, without triggering the "purples stay in the bank" problem (where players become so afraid of losing their gear, they never use their really good items).


Ryan Dancey wrote:

I Can't Stand The Idea That My Stuff Gets Taken Or Lost

Yup, I hear ya. Luckily, there are umpteen dozen themepark MMOs for you where you don't have to worry about it. We already know how those games develop: They have a big spike, a maximum level of success, then a collapse followed by server consolidation and a starvation of future development investment due to a failure to "compete" with World of Warcraft. Doing the same thing over and over and expecting a different result is one of the definitions of insanity.

While I can understand why you are doing this, unfortunately corpse looting / gear destruction means my interest in the game just died. I get my fun in games, at least when solo, from taking extreme amounts of risk; this obviously results in a copious amount of deaths. Thus, my play style is not really compatible with harsh death penalties; I end up enjoying better an average game with no death penalties than a really good one with harsh death penalties.

(When in groups I don't take unnecessary risks, but it's more to avoid unintentionally griefing the group than due to some personal preference. It's perhaps the main reason I'm very picky about grouping up in MMOs; unless the players I'm grouped with are fun enough to make up for me being forced to not follow my preferred play style, in the end I have less fun and more frustration from playing in a group.)


SmartCheetah wrote:

Truth is you are not safe in Sandbox full loot games, nor in themepark games. I've seen a lot of griefing in World of Warcraft, playing on RP-PvP server. Problem is, that some people can't realize that, and when they see "lootable players", they instantly panic.

Actually, if you KNOW that you might lose something, you're way more careful with your actions. You won't rush to make -that quest- in -that area- because ye ain't assured that you have nothing to lose.
And I guess looting lawful corpse when in field of view of other people will get you flagged as well. That would make perfect sense.

The fact players can lose items on death mostly guarantee I won't play the game.

When I play a game, I want to be daring. To take risks. To see if I can beat that monster, if I can face that hard challenge and triumph. My preferred play style involves player deaths - lots of player deaths - because I'm not happy until I find something that is actually difficulty for my current character, sometimes even something my character is not even supposed to handle.

If the death penalty is too large, in the end I revert to never taking risks. Planning every little thing. Only doing something after I'm completely sure I will not fail.

Which makes me completely bored with the game in a very short time.