108597-why-does-dying-feel-like-punishment-in-this-game

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I'm a relatively new player and I just have to ask why does it feel like I am being punished when I die in this game? The graveyard runs are horribly long. Quite a few missions/quests have me going very deep into areas where there are tons of enemies, most being two to three levels above my current level. When I die the graveyard (on the rare occasion I am sent to the nearest graveyard) is extremely far from where I expired and it takes a long time to run back to the quest/mission area. While you give an option to revive at my corpse, the cost of revival is expensive and limited to one use per thirty minutes. In my opinion this really distracts from the fun game experience because death is a common occurrence while leveling. 
 
My questions are:
1. Why have the graveyards so far from questing areas? The game zones are huge with a few settlements for each faction. Why not have graveyards a bit closer to questing areas that contain several missions?
 
2. If we have to pay to revive at our corpse, why is there a timer that limits the amount of times we can revive at our corpse? Personally it feels like when I die the game is making me pay for my death in one way or the other. I am already going to have to pay a repair cost and either pay and additional cost with time played and disrupting the fun I am having with a very long corpse run from the graveyard to an area where I died or with in-game currency, once, and if I die again I have to make the horribly long run. If we are paying to revive at our corpse why limit it to once every thirty minutes or whatever it is? Why not allow us to be able to revive at our corpse as long as we pay (hopefully a lower cost) for it? Other games have a timer that increases every time you die that seems fair. Having a timer set at thirty minutes is horrible.     
 
In my opinion this game is fairly fun.  Unfortunately, there are some issues that really detract from that fun.   	
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			Solution. don't die	
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Dying *should* be a punishment.  If dying wasn't a punishment at all, what are the risks in pulling 10 mobs or tiptoeing through a ton of aggro?  Dying should come with a sense of urgency and dread because you're going to lose money/time.
 
I assume you never played EQ, where you lost levels when you died. :huh:	
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Is punishment.
Carbine want Human to learn to play class and game properly.
Is not like most MMORPG where can zerg half map and walk away like nothing happened.
If human decide to taunt 4 dragons here, 4 dragons will use Human like chewing toy.	
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omg are you kidding me ?  You have to spend a minute or less running back and you think this is a punishment?
 
I am speechless (and that does not happen often).	
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			If you are dying too often then perhaps you are using the wrong class or need help with your class.	
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Dying is easy nowadays, lose some time, and money.
 
Everquest you lost ALL your items (except the rare few)  that you could only get back by returning and looting your body, whiole naked and vulnerable (not as an indestructble ghost like here), Experience, and possibly your level.
 
FFXI: You lose experience and possibly your level
 
Asheron's Call: You lost a certain number of items based on your level, and the type and value of the items, that you had to run back and get. Certain items were a higher category (for instance, Armor would drop before an equally valuable piece of jewelry). This required people to carry around expensive, yet lightweight and worthless (gameplay wise) item in order to protect their gear. For instance, if you had an enchanted breastplate with a value of 30,000, you would want to carry around a useless crown with a value higher than that (usually 40,000 - 50,000), Crowns were considered "armor", and therefor the crown would drop first, worst case scenario, if you can't get back to your corpse, you lose the crown forever, and just have to get a new one.
 
Of course, you had to do this for EACH item you wanted to protect, and usually have a few extras just in case, as the amount of items you would drop was your level / 10 + 1-5 extra items. So at level 10, you drop 1 - 6 items, at level 100, you would drop 10 - 15 items.	
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Objection; the defense is trying to cite prior bad acts of unindicted parties as justification. ;)
 
That said, I did first click on this thinking the OP misspelled "dyeing"...	
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Oh boy. I guess the mentality of the OP has kinda been reflected in the MMO market over the last decade.
 
Games need to get harder, not easier. Wildstar is fine. If you're dying, its YOU that's doing something wrong and you need to try harder, or stop whatever it is you're doing.	
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SOLUTION:
When you enter into a zone, tell zone-chat to cheer and congratulate you every time you die.
When you die, let the zone-chat know and receive their admiration on a job well done.
 
You're Welcome.	
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I wanted to chime in. But nothing I wanted to say has not been said already.
 
 
dang kids and your "death shouldn't be a punishment..." ... *grumble* *grumble* *grumble*	
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Dying is easy nowadays, lose some time, and money.
 
[....}
 
FFXI: You lose experience and possibly your level
 [...]
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Kids ;)
 
In eq2 you had corpse runs and also losing experience and possibly your lvl. ( nerfed later on)	
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Ignoring the riff raff. 
 
HONESTLY, OP, at those levels you shouldn't be dying that much. 
 
First, look in every corner of the map and don't skip quests. You are not skilled enough to skip and fight things higher level than you.
Second, look into your class and your class subforums and get help learning how to play your class better. 
Third, upon reading skill descriptions, learn which skill interrupts or removes interrupt armor. Use said skill whenever you see red on the ground and is off cooldown. 
Fourth, keep moving. Even esper can move now. 
Fifth, dash (shift key?) or evade (doubletap a direction key) out if all red areas. 
Sixth, if engi, go to engi forums to learn how to get control of bots. 
Seventh, do not attack things with red sheen. Those are elites. 
 
Good luck and know once you learn to play, you die much much less.	
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omg are you kidding me ?  You have to spend a minute or less running back and you think this is a punishment?
 
I am speechless (and that does not happen often).
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			Cause dying is a bad thing?	
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			actually i find there are a fair amount of of graveyards.  the key is finding them to use them.  there is always at least 1 per story area.	
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As others have said..in the primordial ooze of MMO time, death meant a lot worse than you experience here...naked corpse runs  and areas you NEVER went into unless you had a group and were ready for the "pain train"  because someone could and would kite the area boss to the zone entry points. 
 
This? yeah it can be a PITA but nothing like that..in addition to other suggestions, also watch out for the named monsters for with a red outline..elites that really only groups can deal with due to 29k hit points in a starter area..and no groups to be had.  
 
No blind corners, no following the flags as an explorer unless you have your recall ready OR have a good medkit ready. 	
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			I read the title and thought for sure it was going to be about 20+ plat to change the color of your costume.....	
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     I started playing MMO's with Guild Wars.  In that game all the areas were a seperate instance with a way point (graveyard) at the entrance.  As you made your way deeper into the area you triggered more waypoints where you could resurect from.
 
     If you died you were sent back to the way point and given a -5% to all your stats. This was called the 'death penalty' and would stack with each death.  Getting rid of the death penalty occured when you killed mobs.  The penatly would be reduced by 2-3 percent each time you killed something until you were whole once more, or you could leave the instance in which case all the mobs you killed before would reappear.  In the event you had a string of bad luck, or just didn't know what to do in a situation you might end up with a max death penalty of -60%.  
 
Stop whining!	
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death is always a penalty.
 
it is that way to prevent death taxi for one thing. second, unless you have a lot of money I would not rez in spot too often anyway as the cash you save can be substantial over time. I do not recall finding a spot that if I died I considered it a long run back to an area
 
all in all, death or many of them, is a way of telling you that maybe there is something in your class you are missing, or maybe you need new gear, or maybe you are not ready for that area yet. unless as a new player you mean you are new to mmo's, it has always been that way. as several have pointed out, the penalty for death used to be much higher and people really tried to avoid it.	
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			Wow lol, this is the new generation of players XD those who wants that even death should be easy and rewarding. My heart cries in pain Q_Q	
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Dying is trivial in this game since WoW changed what it means to die.
 
Every game since WoW has had dying become trivial.
 
Unless you played EQ1 or some of the older games you have no appreciation of the "punishment" it was to die:
 
1) Loss of exp.
2) Stat debuff
3) Corpse runs ( you were naked with NOTHING ) had to go "find your course" if you died in a mob intensive area you were SOL unless you could get people to help you get your corpse.
4) Repair costs were MORE EXPENSIVE.
5) NO in game map.  You had to "know where you were going".
 
Dying today is nothing.
 
*shakes cane*
 
Now git orf mah lawn you kids! :P	
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			You think that's a punishment? You would have hated EQ.	
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Wow... the OP is either clueless or trolling.
 
Death in this game is spot on.... the tax for death is either time(and a little money) or a lot more money. 
 
The idea is "not to die" .... You have it easy compared to older MMO's where you lost double time ( exp and distance), loot, and/or money....	
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			I think if you die you should get a free pair of Grim Grims.	
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Heh.  I guess I really am getting old.  A lot of my favorite games when I grew up had a "three strikes and you're out mentality".  If you died when you're out of "lives",  that's it.  Game Over. That's if the devs were feeling generous.  Other games would just end your adventure right then and there.   You die?  Better luck next time.
 
It seemed back then that developers were perfectly fine with a 0% success rate.  PVE was more like PVD -- players vs the developers.  Grinding didn't exist, because you were happy to just get through the fight once.  Like the table top rpgs of old where the dungeonmaster took pride in trying to cheap shot the players.  lol 
 
Bah.  That probably wouldn't fly in today's mmo environment.	
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			NERF DEATH OR WE DROP SUB! WE THE PEOPLE DEMAND IT!	
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			I'm not even gonna lie. I think the penalty for death should be the loss of a piece of gear, see how you play knowing that. Accept of course in PVP, Dungeons, Adventures, you get the idea.	
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I'm not even gonna lie. I think the penalty for death should be the loss of a piece of gear, see how you play knowing that. Accept of course in PVP, Dungeons, Adventures, you get the idea.
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most of the gamers today would ragequit en masse, after innundating CS with requests to replace lost gear
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Well, back in my day we had it tough. When you died, you didn't get a lollipop and a joke at the respawn zone. You lost gear. You lost EXP. You lost just a tiny bit of yore SOUL. The game said, in a loud boisterous voice: "Why are you even playing, sucka." You also got sent to bed with no supper, and whupped with dangerously fuzzy mittens.
 
But did we complain? NO. Did we "tweet" about it? NO. We were PROUD to do it. We ENJOYED it.
 
Seriously, though, OP, dying should involve punishment. That way, you try to not die. Trying to not die makes the game just a tiny bit more realistic.
 
While I agree that it's sometimes frustrating to end up back at the start of a region that took some time and effort to get to the point where I died, I also recognize that the reason for my frustration is that I wasn't playing well enough to stay alive and need to either up my game or come back to this area later when I'm better prepared.	
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			Oh, my... death a punishment? In Wildstar? Really? I could easily want a more punishing death. In LotRO, when you die, you get to enjoy reduced stats for a long time (that stacks, too, so the more you die, the lower your stats) unless a friendy minstrel removed it for you. But that skill only works once pr 30 minutes or so, so if the group wipes, the minstrel can only remove the death penalty for one player. I like that a lot more than dying in Widstar.	
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I'm a relatively new player and I just have to ask why does it feel like I am being punished when I die in this game? The graveyard runs are horribly long. Quite a few missions/quests have me going very deep into areas where there are tons of enemies, most being two to three levels above my current level. When I die the graveyard (on the rare occasion I am sent to the nearest graveyard) is extremely far from where I expired and it takes a long time to run back to the quest/mission area. While you give an option to revive at my corpse, the cost of revival is expensive and limited to one use per thirty minutes. In my opinion this really distracts from the fun game experience because death is a common occurrence while leveling. 
 
My questions are:
1. Why have the graveyards so far from questing areas? The game zones are huge with a few settlements for each faction. Why not have graveyards a bit closer to questing areas that contain several missions?
 
2. If we have to pay to revive at our corpse, why is there a timer that limits the amount of times we can revive at our corpse? Personally it feels like when I die the game is making me pay for my death in one way or the other. I am already going to have to pay a repair cost and either pay and additional cost with time played and disrupting the fun I am having with a very long corpse run from the graveyard to an area where I died or with in-game currency, once, and if I die again I have to make the horribly long run. If we are paying to revive at our corpse why limit it to once every thirty minutes or whatever it is? Why not allow us to be able to revive at our corpse as long as we pay (hopefully a lower cost) for it? Other games have a timer that increases every time you die that seems fair. Having a timer set at thirty minutes is horrible.     
 
In my opinion this game is fairly fun.  Unfortunately, there are some issues that really detract from that fun.   
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Heh.  I guess I really am getting old.  A lot of my favorite games when I grew up had a "three strikes and you're out mentality".  If you died when you're out of "lives",  that's it.  Game Over. That's if the devs were feeling generous.  Other games would just end your adventure right then and there.   You die?  Better luck next time.
 
It seemed back then that developers were perfectly fine with a 0% success rate.  
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I think what the community is trying to articulate here is that, compared to other games, Wildstar's death penalty is very lenient, and mostly aimed at your pride (damn graveyard *cupcake* talking his shit, how about HE comes out here and tries to solo a prime at his level!)
 
There has been worse, and games need some kind of penalty for death so that you don't see it as a tool.  On the other hand, I'm glad Wildstar went with the lenient mechanics.  The harsher the penalty for death gets, the less likely people are to try new things and tolerate mistakes from other party members.	
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In fairness, many of the same video games back in the day where there was a "three lives, game over" policy also did not have an end. You simply kept going until you were eventually overwhelmed. The concept that it was even possible to "win" took a few years to show up.
 
I'm sure the long term effects on a generation that grew up learning that there was nothing they could do but stall the inevitable would make a really fascinating psychology thesis.
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Heartless bastards you lot. Its a game and thus punishments are not fun and thus there is indeed a balance between and excessive and lenient. This is why the gaming industry invented saving!!!
 
Its happens, ah crap the kid just pulled the computer cord out.... things happen, hence why a perma death would be totally harsh and thus the creation of death is enough of a hassle that one should complain about it but not harsh enough that I put my fist through the screen because I just lost a 500hr toon.
 
I get the OP point, it does not make sense how WS deals with the timer and cost while soloing because one must also remember if a buddy is near by its free. Get rid of the timer after first rez, let it become a gold sink for players with more money then skill. Either they will learn to player better or become broke and whine some more.	
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In fairness, many of the same video games back in the day where there was a "three lives, game over" policy also did not have an end. You simply kept going until you were eventually overwhelmed. The concept that it was even possible to "win" took a few years to show up.
 
I'm sure the long term effects on a generation that grew up learning that there was nothing they could do but stall the inevitable would make a really fascinating psychology thesis.
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Heartless bastards you lot. Its a game and thus punishments are not fun and thus there is indeed a balance between and excessive and lenient. This is why the gaming industry invented saving!!!
 
Its happens, ah crap the kid just pulled the computer cord out.... things happen, hence why a perma death would be totally harsh and thus the creation of death is enough of a hassle that one should complain about it but not harsh enough that I put my fist through the screen because I just lost a 500hr toon.
 
I get the OP point, it does not make sense how WS deals with the timer and cost while soloing because one must also remember if a buddy is near by its free. Get rid of the timer after first rez, let it become a gold sink for players with more money then skill. Either they will learn to player better or become broke and whine some more.
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			Most disturbing thing is...last time i died in game a sack of rice fell down in china, thats why nobody realized it.	
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Wildstar is a "Hardcore" MMO.
 
Unfortunately, they believe that "Hardcore" is synonymous with "Tedious".	
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Wildstar is a "Hardcore" MMO.
 
Unfortunately, they believe that "Hardcore" is synonymous with "Tedious".
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Dying *should* be a punishment.  If dying wasn't a punishment at all, what are the risks in pulling 10 mobs or tiptoeing through a ton of aggro?  Dying should come with a sense of urgency and dread because you're going to lose money/time.
 
I assume you never played EQ, where you lost levels when you died. :huh:
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The guy is new to the game, and who know..maybe even knew to the genre and yet the elitists and arsehats jump all over this poor guy. He asked a basic question and a lot of you showed your true colors. I come to these forums for information and by the time I leave I am so full of loathing that its disgusting. It ALWAYS puts me in a bad frame of mind, and its reflected in my own posts.
 
To the OP, if I were you, I'd take the game back and find something else. The responses to your post concerning the game hold more info than you realize.
THIS is what a real moderator should be watching for. It seems some are entitled to more freedom of speech than others. But hey, its their forums.	
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The guy is new to the game, and who know..maybe even knew to the genre and yet the elitists and arsehats jump all over this poor guy. He asked a basic question and a lot of you showed your true colors. I come to these forums for information and by the time I leave I am so full of loathing that its disgusting. It ALWAYS puts me in a bad frame of mind, and its reflected in my own posts.
 
To the OP, if I were you, I'd take the game back and find something else. The responses to your post concerning the game hold more info than you realize.
THIS is what a real moderator should be watching for. It seems some are entitled to more freedom of speech than others. But hey, its their forums.
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Disagree Frawg,
 
It speaks more to the overall "thought" of people today: "Everything should be easy, nothing should be work, *I* am entitled to things "my way" ".
 
I say to you and the OP, if the death "penalty" in this or any current MMORPG is TOO MUCH FOR YOU. Then FIND A NEW HOBBY.  Or, learn to accept the consequences of your actions. :P	
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This. All of this.
 
Lol, I'm just imagining all of the players whose only MMO experience was WoW coming to WildStar and being like "what the shit?! Dying sucks in this game!!" Poor, sweet, innocent little nooblets. :P
 
As MeWow said, dying in WildStar isn't even all that bad compared to games like EverQuest (and I still miss those days even! lol).
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Disagree Frawg,
 
It speaks more to the overall "thought" of people today: "Everything should be easy, nothing should be work, *I* am entitled to things "my way" ".
 
I say to you and the OP, if the death "penalty" in this or any current MMORPG is TOO MUCH FOR YOU. Then FIND A NEW HOBBY.  Or, learn to accept the consequences of your actions. :P
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Have we told OP to go back to Hello Kitty Online yet? I always love it when we mock other players for failing to be as hardcore as the rest of us. Hurr durr back in my day blah blah entitled whiners. Let's keep driving those sub numbers lower, I know we can do it!
 
ALRIGHT, that's off the chest, let's actually, y'know, read what OP has to say.
 
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I'm a relatively new player and I just have to ask why does it feel like I am being punished when I die in this game? The graveyard runs are horribly long. Quite a few missions/quests have me going very deep into areas where there are tons of enemies, most being two to three levels above my current level. When I die the graveyard (on the rare occasion I am sent to the nearest graveyard) is extremely far from where I expired and it takes a long time to run back to the quest/mission area. While you give an option to revive at my corpse, the cost of revival is expensive and limited to one use per thirty minutes. In my opinion this really distracts from the fun game experience because death is a common occurrence while leveling. 
 
Taking on mobs two to three levels ahead of you? So casual. Respect for going hardcore speedlevel. That said, you have to know that its going to come at a price, right?
 
My questions are:
1. Why have the graveyards so far from questing areas? The game zones are huge with a few settlements for each faction. Why not have graveyards a bit closer to questing areas that contain several missions?
 
I have to ask: Are we playing the same game? Carbine has been pretty generous in graveyard placement. There's one for pretty much for every quest zone and you rez at the nearest one for that zone. So you have to waste a few minutes getting back to where the quests are, that's the price you pay for living on the edge. 
 
2. If we have to pay to revive at our corpse, why is there a timer that limits the amount of times we can revive at our corpse? Personally it feels like when I die the game is making me pay for my death in one way or the other. I am already going to have to pay a repair cost and either pay and additional cost with time played and disrupting the fun I am having with a very long corpse run from the graveyard to an area where I died or with in-game currency, once, and if I die again I have to make the horribly long run. If we are paying to revive at our corpse why limit it to once every thirty minutes or whatever it is? Why not allow us to be able to revive at our corpse as long as we pay (hopefully a lower cost) for it? Other games have a timer that increases every time you die that seems fair. Having a timer set at thirty minutes is horrible.     
 
The timer is Carbine's way of telling you to slow down there a bit, hombre, and think about how you're playing. Leveling is, supposedly, about learning how to play. The timer and the graveyard walk is their way of giving you time to think about your poor gaming decisions.
 
In my opinion this game is fairly fun.  Unfortunately, there are some issues that really detract from that fun.   
 
You roll the speedlevel dice, you take your chances, man. That's all I can really say.
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I read the title and thought for sure it was going to be about 20+ plat to change the color of your costume.....
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This is why the gaming industry invented saving!!!
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Sorry if your feelings are hurt Frawg,
 
But ... complaining about the death penalty in "a game" speaks volumes about the poster.
 
This game is hardly "challenging" compared to it's predecessors with regards to "death penalty".
 
In fact, today's MMORPGs more so have a "time out", rather than a "real penalty".
 
This comes under the category of "man up" or grho. :P	
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Calling people nooblets cause of the easy WoW dying? Suppose you never wiped in AQ 40 classic and rode 25 minutes back to C'thun ( about 6 times an evening, 5 evenings a week).
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			Dying should be a punishment to make u think hard about the decisions u make as u play the game. I think It is actually at the right difficulty in this game compared to older games who had it much harder and many of the current games who have it easier. Just don't die and u wont have any complains.	
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Sorry if your feelings are hurt Frawg,
 
But ... complaining about the death penalty in "a game" speaks volumes about the poster.
 
This game is hardly "challenging" compared to it's predecessors with regards to "death penalty".
 
In fact, today's MMORPGs more so have a "time out", rather than a "real penalty".
 
This comes under the category of "man up" or grho. :P
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not sure what that has to do with the OP's post actually, since death occurs in every game and is not tedious as much as inconvenient.
 
or is that some catchphrase you just try and get into as many threads as possible because you like how it sounds to you?
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It's ideally supposed to make you think twice about doing stupid things, so the game world becomes meaningful to you. Presenting risk this way I think is refreshing.
 
Travel in groups, you will die less.	
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			Call it tedium all you want, that's fine. Tedium is still punishment for dying. And no, this game isn't EverQuest, but the point remains: dying in WildStar is really not a big deal.	
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It seems some are entitled to more freedom of speech than others.
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No, it doesnt not "speak volumes". Thats in YOUR head. You CANNOT determine the mentality of this player with merely ONE post. And the OP is correct in a sense. Some zones the rez point is stupidly so freaking far away you have to scratch your head wondering what just happened. Others have mentioned this in other posts as well. It isnt game breaking but its stupidly annoying to say the least.
 
In the end, its you people who determined the guy is "whining" because predators look for ANY sign of weakness then jump the hell all over it. It would of just been easier to explain to the guy rather than call him a noob, a whiner etc. No instead the elitist jerks just HAVE to have their daily dose of "fun" at someones elses' expense. You know what I'm talking about here. Deny it all you want. I wasnt born yesterday.
 
EDIT: I cant believe you just used the phrase "Man up" concerning a video game. That explains everything.
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Call it tedium all you want, that's fine. Tedium is still punishment for dying. And no, this game isn't EverQuest, but the point remains: dying in WildStar is really not a big deal.
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First, to the OP ... please ignore the rude replies. The nature of our forum is (sadly) that any complaint is met with a legion of people telling you to learn to play. Sorry about that.
 
To address your concerns, you are correct. Especially for a new player who hasn't had long to work out the intricacies of combat, dying and the penalties associated with it are very punishing. Doubly so if you're deep in a cave complex or Eldan zone and have to run back half of a huge damn map.
 
Other than "get better and don't die" there isn't a whole lot of advice to give.
 
Maybe find a leveling partner? If you're new and having a hard time finding a guild, go to your Realm forum and ask around. Leveling with two people in this game is like butter, man. When the wife and I play together, even though she is ... well ... not very good ... we have only died (even from 3+ Bosses) like twice in the last 20 levels. Barring that, if you see someone in your questing area, toss them an invite or just run along next to them (you both get credit for kills).
 
Also, unless you are loaded with gold and are in a spot you REALLY REALLY REALLY don't want to run back to, NEVER pay to Res on the spot. That is a monumental waste of a low-levels hard-earned cash. I'd rather run all the way across Whitevale than pay 2 gold to Res because I missed a telegraph because my cat jumped on my desk.
 
Finally, welcome to the game. It does get easier with practice. If you're on Evindra, Exile-side look us up. If you're on Evindra at all, find us in the Morning Coffee thread. We're always happy to help.	
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Dying itself isn't so big a deal. As a medic I can solo most 3 man mobs and even when things go pear shaped having a hoverboard with the mount speed boost means I can skip over most terrain on the way back.
 
The tedious nature of Wildstar's death punishment does seem somewhat more relevent, however, when piled on top of the tedious nature of... everything else.
 
Don't get me wrong. I love this game and I want it to succeed. That's why I *cupcake* about things that I feel would drive away new players to the genre.
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			I'm pretty sure this is a troll thread lol. If not, then I'm sad anyone would think any new mmo has to tough a death penalty. Seriously people the goal is not to die, not corpse zerg the enemies lol.	
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Precisely what zones are the rez points very far away?  I've never had to ride more than a minute to get to where I was after I died.
 
Kytar wasn't rude, just pointing out the obvious.  Nobody here is under any obligation to agree with the poster or assume the poster somehow hasn't ever played a video game and doesn't know that running out of HP tends to have adverse effects on your character.  That's not elitist, it's simply answering an opinion with an opinion obviously shared by a vast majority of the playerbase (death penalties are either just right or too soft).
 
It's hardly cause to take it out on Kytar that he thinks the OP is overreacting.
 
----
			
So since I already gave advice to OP, I feel like joining nostalgia moment. 
 
Ddo was my first mmo. Dungeon mmo. If you solo and die, you have to go out, go to a Tavern, buy food, wait for hp and mana to Regen (death puts you at zero), you get stat penalty for a few minutes, and then when you re-enter you lose % off of the completion xp. 
 
If you die in party, prepare for shit:
1. Vets will be mad. You lost them 10% xp for flawless victory. 
2. Healer will hate you. You're costing non-regening mana or money (running a healing class as first character is a bad idea, healing pugs is costly). 
3. At low enough levels, before vets can use rez scrolls, you won't get a rez if there's no healer (vets don't wait for healers, byoh or gtfo noob lol). You will get your arse carried as a stone in backpack to the rez stone. Someone has to carry your sorry arse to rez!!! You think a gravestone mocking you is bad? Your party members aren't joking when they call you a waste of space. 
 
Expect to be added to the ignore list if you're a noob who dies in dungeon on elite. Oh yes and nobody runs anything but elite. 
 
A gravestone is nothing! A corpse run with 50% health is luxury. 
 
What happens in Tera when you die, Ahmmm you go back to town? I died so much I don't remember lmao. 
 
There's my "in my day you went up the snow slippery hill backwards!" 
 
People have to learn somewhere. This thread reminds me of the vet threads on ddo forums. Learn to play noobs, but we won't teach you! Lol	
----
			
Dude... you know how in CoD, you have to wait 5sec before respawning... dude...
Pfff, if the developer wanted me to play the game, they wouldn't kill me. Because when they do, I can't play anynmore... for about 1min! Dude...
 
On a more serious note, I miss starring at the sky when I use to die in WoW.
 
edit: Activating god mode!	
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{| class="blockquote"
"Asuume" is the key word here. I prefer to give people the benefit of the doubt until proven ohterwise. You CANT say he HAS ever played an MMO either, there's too little information. Thats besides the point anyway....my beef is with those who provided NO help whatsoever except to publicly stroke their epeen and denigrate other players. I've had a post or 2 of mine deleted in the past and perhaps thats as it should be. Fine, apply the rules consistently and delete the threads that provided NO input other than to derive pleasure out of someone elses naivete.
 
I didnt provide input to the OP because in a way I tend to agree with him. So you have to run a minute to get back to where you were when you died. Whyt not 30 secs? why not a 15 sec run? Will running that extra 15 secs give me more time to analyze the error of my ways? I doubt it. And the OP was also onto something when he mentioned we ALREADY have to pay for repair costs. The amount is moot and insignificant but then why are players "punished" twice? I forget what zone it was, but I had just entered it and died while looking something up. No big deal normally but my death resulted in me being sent all the way acroos the zone to a spot I hadnt event discovered yet. Yes, I was annoyed as hell, but I certainly did NOT stop and think to myself "Damn, I guess I wont do that anymore".
 
My whole point here was either answer the questions like a respectable human being or keep your mouth shut.
----
			Meh, at least it's not like the games that limit the amount of lives you had and when you used them all up, game Over man, GAME OVER.	
----
			
{| class="blockquote"
 So you have to run a minute to get back to where you were when you died. Whyt not 30 secs? why not a 15 sec run? Will running that extra 15 secs give me more time to analyze the error of my ways? I doubt it. 
 
----
	
----
			Dying in this game is hardly a punishment, I say permadeath, now that is a punishment.	
----
			
{| class="blockquote"
You actually should though.  Take that time to look at your gear, your LAS, your AMP points, and make sure you've been keeping up with upgrades as you level(OP said in areas 2-3 levels higher than himself) if you've been dying a lot.
----
			Seriously?  You think this game punishes you?!  You can rez at the nearest point, you can pay to rez in place and ANY class can rez you if they're nearby.  This has to be your first MMO because this game definitely does not punish you in comparison to many others.  Gosh, I remember having to run across nearly entire zones to get back to my corpse while the rest of my party stood over it.  I was the priest and the dang rogue's jumper cables never worked, so only way for me to rez was to make the run.	
----
			
But really, you guys are a bunch of dumass. Permadeath is the way to go says one, lost of xp is the ay to go says the other, running back to corpse is the way to go says the third.
 
Why don't we make a compromise: When you die, you have to pay a fee to release your spirit. It then spawn at the fartest points on the map, and your cadaver get randomly relocated. So you have to go through the entire zone to find it. Plus, while in ghost form, you get constently follow by other ghost, and you have a TIMER (because we all love those). Once the timer is done, you re-die.
 
At the end of the process, when you finally reach your corpse, you resurect and lose all XP. All XP back to level 0! Then, your character self-destruct. GG Well played my friend	
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{| class="blockquote"
But really, you guys are a bunch of dumass. Permadeath is the way to go says one, lost of xp is the ay to go says the other, running back to corpse is the way to go says the third.
 
Why don't we make a compromise: When you die, you have to pay a fee to release your spirit. It then spawn at the fartest points on the map, and your cadaver get randomly relocated. So you have to go through the entire zone to find it. Plus, while in ghost form, you get constently follow by other ghost, and you have a TIMER (because we all love those). Once the timer is done, you re-die.
 
At the end of the process, when you finally reach your corpse, you resurect and lose all XP. All XP back to level 0! Then, your character self-destruct. GG Well played my friend
----
			Was it Rift that hit you with an XP loss when you died?  I can't remember, so many freakin MMOs... I just remember losing a ton of XP when I was trying to complete some stupid quest, put me back a 1/4 level :(	
----
			The death penalty is fine in this game...and this is coming from someone who hates dying.  In a game like Aion, where you lost XP - I HATED IT.  Losing a little bit of time (if not really annoying sometimes due to horrible placement of some of the holo-thingies) and having a small durability hit to armor is a good penalty.  If you don't want to lose any time, you can pay up (it is a little expensive imo, should be about 33% less so 5g @ 50) to rez right at your body.	
----
			
{| class="blockquote"
But really, you guys are a bunch of dumass. Permadeath is the way to go says one, lost of xp is the ay to go says the other, running back to corpse is the way to go says the third.
 
Why don't we make a compromise: When you die, you have to pay a fee to release your spirit. It then spawn at the fartest points on the map, and your cadaver get randomly relocated. So you have to go through the entire zone to find it. Plus, while in ghost form, you get constently follow by other ghost, and you have a TIMER (because we all love those). Once the timer is done, you re-die.
 
At the end of the process, when you finally reach your corpse, you resurect and lose all XP. All XP back to level 0! Then, your character self-destruct. GG Well played my friend
----
			
{| class="blockquote"
Was it Rift that hit you with an XP loss when you died?  I can't remember, so many freakin MMOs... I just remember losing a ton of XP when I was trying to complete some stupid quest, put me back a 1/4 level :(
----
			
I like to start strong, so people focus on that instead of the stupidity I post.
 
edit: I really like the Dice thingy, but it should be a D100. You know, like REAL MAN	
----
			It takes seconds to run back to the spot where you died.	
----
			The worst is all the caves. You fight your way into the caves, get near your final objectuves, die. Get back to the cave, fight all the way in near your final objective, and die. Rinse and repeat. I hate some caves. You can always rez in place for a small fee. I've ton that quite a few times. I would vote for the cost of that being reduced a bit, rather than having closer graveyards.	
----
			
Oh yeah, Caves are OP. Definitly need a nerf. Like, shorten the cave size, the number of mobs, and the number of intersection.
Really, everytime I need to pick between left or right, I get confuse and pick the wrong one... GRRRR DAMN YOU HARDCORE CAVE!!!	
----
			
Okay, I'm sorry if I came across as a jerk OP. It's just very hard to believe that anyone would consider the death penalty in this game punishing to someone who remembers trying to fight off an accidental pull that was going to kill me, seeing another player and asking for help while all they did was stare at me until I died then looted my body....good times lol.
 
Anyway, if you're dying to much take a look at your class forums and read a little on the guides of how to play it. Also watch for enemy telegraphs and hit them with an interrupt of some kind to get a moment of opportunity. This will not only stop them from damaging you, but also give you a nice dps boost to that target. Avoid red sheened enemies as they are primes and take quite a large amount of skill to solo.
 
Death sucks, but I don't feel as though it is that bad in this game and I just can't imagine it being made any less punishing without it being pointless.	
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{| class="blockquote"
Look, I've played the "hardcore" games before. Shadowbane was one of the most brutal games out there concerning death. You dropped EVERYTHING and the only thing running thru your mind during the corpse run was "God, I hope no one looted my grave". THATS a real penalty for dying. Death in Wildstar is NOT punishing nor does it make you consider what you did wrong or even encourage you to try something differently. You just grumble some, get back up and continue on with the grind. For a game that was released as "hardcore" they really missed the mark when it came to death. I dont think this guy "intentionally" went into a zone above his level, I got ahead of myself at one point in the game where I ran into a zone of 50's when I was only lvl 47. I give the guy the benefit of the doubt because we ALL deserve that until/unless proven differently. Some of you go out of your way to deny people that, ande THATS what grinds my gears, not some silly, meaningless death run.
 
My whole gripe concerning this thread was with the way some of you just jumped all over the guy and "assumed" this and that about his motives on why he posted, all the way to him being a noob. It was horribly toxic, sets a bad example and gives the game a bad name. I've said a few things that were questionable and they were deleted...fine, I probably deserved that. On the other hand, it seems "others" are allowed to do the same thing with no consequences at all. Again, its their forum and rules but at least be consistent in applying those "rules".
----
			Nobody care about which hardcore game you played man. Really, just stop bragging and open your eyes: death is a real issue in WS.	
----
			
Are kidding me?
 
Every since World of Cater to the (You sound like you fit in this category) Whiners  Craft Installed GYs  it's been one more step to playing with my brain turned off.
 
Everquest 1, naked corpse runs, dungeons deeper than anyone who started MMOing with WoW as their first MMO have any idea of, no tethered mobs.
 
 
When you died you rezed when you set your characters bind too, and only Wizards could bind people or maybe just themselves outside of cities I forget.
 
And there was no taxi no Portals, you ran by foot NAKED no Gear.	
----
			Try dying in real life that is a punishment.  Dying in Nexus is just enough to annoy you without making truly hurting you.	
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{| class="blockquote"
If you're going to read what I say and refuse to resist applying the toxicity you think is all over the place, it's not my fault if you're going to see *cupcake*! when you read what I said.  I wasn't being an *cupcake*, or toxic, or calling you or the OP noob when I said that, that was actually a helpful tip that I myself have been known to forget to do until I've died in an area like 5 times before going "Shit, I haven't upgraded my gear in like 5+ levels, no wonder I'm dying."
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{| class="blockquote"
Are kidding me?
 
Every since World of Cater to the (You sound like you fit in this category) Whiners  Craft Installed GYs  it's been one more step to playing with my brain turned off.
 
Everquest 1, naked corpse runs, dungeons deeper than anyone who started MMOing with WoW as their first MMO have any idea of, no tethered mobs.
 
 
When you died you rezed when you set your characters bind too, and only Wizards could bind people or maybe just themselves outside of cities I forget.
 
And there was no taxi no Portals, you ran by foot NAKED no Gear.
----
			*rolls eyes at grandpa recalling how tough things were back in his days, puts on headset, goes back to playing Pokemon*	
----
			
{| class="blockquote"
It takes seconds to run back to the spot where you died.
----
			
{| class="blockquote"
Technically, it takes seconds to live an entire lifetime from age 1 to 100.
 
 
Now. On to a more pressing concern. Why does Dyeing feel like a punishment in this game?
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{| class="blockquote"
Now. On to a more pressing concern. Why does Dyeing feel like a punishment in this game?
----
			
{| class="blockquote"
*rolls eyes at grandpa recalling how tough things were back in his days, puts on headset, goes back to playing Pokemon*
----
			
{| class="blockquote"
I will tell you what the long term affects were. We didn't grow up to be entitled panty wastes.
----
			
{| class="blockquote"
Technically, it takes seconds to live an entire lifetime from age 1 to 100.
 
 
Now. On to a more pressing concern. Why does Dyeing feel like a punishment in this game?
----
			Here's a thought, let's just remove death all together! Problem solved.	
----
			
Death feels like a punishment... because it is one? Wildstar says, "Alright, take a walk. Shake it off. Figure out what you're screwing up." As opposed to ,"Hah! That's one level off your character, loser!" or "Hah! Now, Johny here can loot your corpse and take your purpz, newb." Those are punishments, which MMO designers have used in the past and moved beyond in many cases. The term in psychology is operant conditioning, or in layman's terms carrots and sticks. Wildstar's sticks are pretty damn mild, IMO.
 
And yes, Dye costs are ridiculous. The cost of dye-ing is also a punishment, but I'm not sure why that one is. Maybe they're trying to teach us appearance isn't everything? *shrug*	
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{| class="blockquote"
Dying itself isn't so big a deal. As a medic I can solo most 3 man mobs and even when things go pear shaped having a hoverboard with the mount speed boost means I can skip over most terrain on the way back.
 
The tedious nature of Wildstar's death punishment does seem somewhat more relevent, however, when piled on top of the tedious nature of... everything else.
 
Don't get me wrong. I love this game and I want it to succeed. That's why I *cupcake* about things that I feel would drive away new players to the genre.
----
			Personally, I dont mind dying and I havent had an issue with the cost or repairs because thats just the way it seems to be in MMO's lately. I think the solution here is revisiting some zones and placing some of the rez spots at more logical locations. I'm not sure that was considered when first placed. Who knows. In the end, it wasnt about the issue per se for me, it was the snarkiness and rudeness some people displayed over a simple question. I admit, sometimes I get drawn down to their level, its always been a personal flaw. I'm just getting to that age where I dont mince words anymore, even if it means a 7 day forum vacation.	
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Some relevant information http://dictionary.reference.com/browse/dying?s=t
 
{| class="blockquote"
 
adjective
1.	
ceasing to live; approaching death; expiring:	a dying man.			
2.	
of, pertaining to, or associated with death :	his dying hour.			
3.	
given, uttered, or manifested just before death :	her dying words.			
4.	
drawing to a close; ending:	the dying year.		
noun
5.	the act or process of ceasing to live, ending, or drawing to a close.
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{| class="blockquote"
Some relevant information http://dictionary.reference.com/browse/dying?s=t
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Long story time.
 
This game is one of many that I play. My home game is eve online and in that game, dying means you lose the ship you were flying, the equipment you have, and sometimes the implants your character had (assuming you got podded). A player could work up to the best implant setup for a specific ship with the best gear for it and it could have taken them 6 months to do it. Only to lose it in a 30 second fight. Hell, the tech 3 ships punish you even further by taking away skill points from your character.
 
While it sucks, there is counter play to reduce the amount of punishment death means in that game. Furthermore, it makes it more fun because there is meaning behind death. Eve is the only one where I can be soloing, get jumped by a ganker or two and actually have adrenaline pumping through me because in the back of my mind there is that thought "I'm about to lose a month's worth of time".
 
Shoot, one time I had an engagement with a group of gankers for 2 hours strait. I was in a class 3 wormhole soloing. I did my best to put up a fight, but it was looking like I was going to lose my loki (actual name of the ship). Luckily, they jumped me while I had some elite npcs shooting at me that like to switch targets. I escaped with very little hull hp left because the npcs nuked down their scout that was keeping me down. Afterwards, I spent almost 2 hours warping around to evade them because they had closed off all the exits to the wormhole I was in. Once another one opened up, I scanned it down and warped right away to it. They were landing at the same time I was but I barely beat them to it. I ended up in high security space where if they tried to pursue me the npc cops would at the very least gank them. That entire experience was stressful, but it was also very exhilarating because if I had lost that ship it would have been 3 months of saving money and grinding it out for nothing (I was still new to the game at the time).
 
TLDR: being punished for death is good. It adds to the game. Death in this game is meaningless though.	
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{| class="blockquote"
Enjoy your youth while you can. Time is patient and doesnt discriminate. Its also foolish to ignore history and wisdom but then, when I was your age, I "thought" I knew it all also.
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{| class="blockquote"
Long story time.
 
This game is one of many that I play. My home game is eve online and in that game, dying means you lose the ship you were flying, the equipment you have, and sometimes the implants your character had (assuming you got podded). A player could work up to the best implant setup for a specific ship with the best gear for it and it could have taken them 6 months to do it. Only to lose it in a 30 second fight. Hell, the tech 3 ships punish you even further by taking away skill points from your character.
 
While it sucks, there is counter play to reduce the amount of punishment death means in that game. Furthermore, it makes it more fun because there is meaning behind death. Eve is the only one where I can be soloing, get jumped by a ganker or two and actually have adrenaline pumping through me because in the back of my mind there is that thought "I'm about to lose a month's worth of time".
 
Shoot, one time I had an engagement with a group of gankers for 2 hours strait. I was in a class 3 wormhole soloing. I did my best to put up a fight, but it was looking like I was going to lose my loki (actual name of the ship). Luckily, they jumped me while I had some elite npcs shooting at me that like to switch targets. I escaped with very little hull hp left because the npcs nuked down their scout that was keeping me down. Afterwards, I spent almost 2 hours warping around to evade them because they had closed off all the exits to the wormhole I was in. Once another one opened up, I scanned it down and warped right away to it. They were landing at the same time I was but I barely beat them to it. I ended up in high security space where if they tried to pursue me the npc cops would at the very least gank them. That entire experience was stressful, but it was also very exhilarating because if I had lost that ship it would have been 3 months of saving money and grinding it out for nothing (I was still new to the game at the time).
 
TLDR: being punished for death is good. It adds to the game. Death in this game is meaningless though.
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			40 years old IS young.	
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{| class="blockquote"
I'm a relatively new player and I just have to ask why does it feel like I am being punished when I die in this game? The graveyard runs are horribly long. Quite a few missions/quests have me going very deep into areas where there are tons of enemies, most being two to three levels above my current level. When I die the graveyard (on the rare occasion I am sent to the nearest graveyard) is extremely far from where I expired and it takes a long time to run back to the quest/mission area. While you give an option to revive at my corpse, the cost of revival is expensive and limited to one use per thirty minutes. In my opinion this really distracts from the fun game experience because death is a common occurrence while leveling. 
 
My questions are:
1. Why have the graveyards so far from questing areas? The game zones are huge with a few settlements for each faction. Why not have graveyards a bit closer to questing areas that contain several missions?
 
2. If we have to pay to revive at our corpse, why is there a timer that limits the amount of times we can revive at our corpse? Personally it feels like when I die the game is making me pay for my death in one way or the other. I am already going to have to pay a repair cost and either pay and additional cost with time played and disrupting the fun I am having with a very long corpse run from the graveyard to an area where I died or with in-game currency, once, and if I die again I have to make the horribly long run. If we are paying to revive at our corpse why limit it to once every thirty minutes or whatever it is? Why not allow us to be able to revive at our corpse as long as we pay (hopefully a lower cost) for it? Other games have a timer that increases every time you die that seems fair. Having a timer set at thirty minutes is horrible.     
 
In my opinion this game is fairly fun.  Unfortunately, there are some issues that really detract from that fun.   
----
			
{| class="blockquote"
That silly level down sound is still burnt into my memory ;)
----
			
Go play EQ1 & 2, OG FFXI, and pretty much any other MMO that actually punishes death and tell me W* death is a punishment...
 
I just loved delevelling when wiping to Kirin ....	
----
			In real life if you die I heard you lose all your XP and the government takes your stuff if you don't have a will.	
----
			
*Face*Palm *
 
I though this was a topic about dying armor.
Carry on.. lol	
----
			
{| class="blockquote"
Oh boy. I guess the mentality of the OP has kinda been reflected in the MMO market over the last decade.
 
Games need to get harder, not easier. Wildstar is fine. If you're dying, its YOU that's doing something wrong and you need to try harder, or stop whatever it is you're doing.
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{| class="blockquote"
 
The long corpse runs are there to make players spend more time on trite activities just so they finish slower. That's it. 
 
----
			....Is this the point we are at now really? Are we really crying about dying in an mmo? I mean..for christ sake people. This was funny the first page but really lets just stop. What do we want? I know how about we just can't die no matter how much we "cupcake" up? Will that make people happy? Wow...i'm just wow....	
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{| class="blockquote"
....Is this the point we are at now really? Are we really crying about dying in an mmo? I mean..for christ sake people. This was funny the first page but really lets just stop. What do we want? I know how about we just can't die no matter how much we "cupcake" up? Will that make people happy? Wow...i'm just wow....
----
			
{| class="blockquote"
Stop. 
 
They are there to make players think twice about how they play, to make the game world mean something… so that there is some danger… gives the player the choice to mitigate the time they spent corpse-running - if they play well.
----
			
{| class="blockquote"
Chua like to complain.
Had to finished 5 quests before reaching level 2. Chua cannot accept this, is too much of punishment having to learn game and read text and work.
----
			
{| class="blockquote"
And i'm dead serious here...I can't even see how we got to this point. Do people not even know what used to happen when you died in these types of games?....You lost it all! Period. If you were lucky you might make it back to your dead body before you got robbed. I mean really. I just look at some of these post and I just feel so old. I can't even picture complaining about having to walk 2 mins back where I was after dying. Loosing nothing....I mean..wow. What the "cupcake" is wrong with people.
----
			
When I make my MMO, I'm going to make dying a prerequisite to leveling up.
 
When you die, your XP determines what you come back as when you reincarnate.	
----
			
{| class="blockquote"
Chua like to complain.
Had to finished 5 quests before reaching level 2. Chua cannot accept this, is too much of punishment having to learn game and read text and work.
----
			
I say again... sad ass people with no hearts and little brains. Its a bloody game and yet you are hammering this dude for asking a question. Shame on you!!!!!!!!!!!!!!!!!!!!!
 
In life we have perma deaths, I play games to escape life and thus perma death. Many people have pointed out that this over reaction to a simple question on death goes to the real core issue of the game... TOO MANY BLOODY TOSSERS PLAY.
 
Lock it down Eddie... no point in spamming any more hate here... im just gana need to abuse people for being wads with too much time on their hands again.... incoming ban... again!	
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{| class="blockquote"
....Is this the point we are at now really? Are we really crying about dying in an mmo? I mean..for christ sake people. This was funny the first page but really lets just stop. What do we want? I know how about we just can't die no matter how much we "cupcake" up? Will that make people happy? Wow...i'm just wow....
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{| class="blockquote"
I say again... sad ass people with no hearts and little brains. Its a bloody game and yet you are hammering this dude for asking a question. Shame on you!!!!!!!!!!!!!!!!!!!!!
 
In life we have perma deaths, I play games to escape life and thus perma death. Many people have pointed out that this over reaction to a simple question on death goes to the real core issue of the game... TOO MANY BLOODY TOSSERS PLAY.
 
Lock it down Eddie... no point in spamming any more hate here... im just gana need to abuse people for being wads with too much time on their hands again.... incoming ban... again!
----
			Darn. If only you'd posted two minutes sooner I could've used the MultiQuote feature.	
----
			
{| class="blockquote"
No.  Shame on you for encouraging complaining over actual problem-solving and self-determination.
 
I overestimated gamers nowadays.  I expected them to show a little grit or stiff upper lip in the face of adversity.  My bad. I won't make that mistake again.
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{| class="blockquote"
No. Shame on you for encouraging complaining over actual problem-solving and self-determination.
 
I overestimated gamers nowadays. I expected them to show a little grit or stiff upper lip in the face of adversity. My bad. I won't make that mistake again.
----
			
{| class="blockquote"
 I guess you were too busy to read the thread and see my first post on like page 2
----
			
{| class="blockquote"
Or maybe the entire thread is pointless...
----
			
{| class="blockquote"
 If it's soooooooooooooo pointless... don't post and thus the OP might just get some nice info rather than... xxxxxxxxx but this game had xxxxxxxxx... go back to your cave and bang your sticks on a possum skin drum.
----
			Pay the fee or run back. Punishment by death is what some older MMOs used to do. Ever de-level from dying? Be grateful that doesn't exist here.	
----
			
{| class="blockquote"
I'm a relatively new player and I just have to ask why does it feel like I am being punished when I die in this game? The graveyard runs are horribly long. Quite a few missions/quests have me going very deep into areas where there are tons of enemies, most being two to three levels above my current level. When I die the graveyard (on the rare occasion I am sent to the nearest graveyard) is extremely far from where I expired and it takes a long time to run back to the quest/mission area. While you give an option to revive at my corpse, the cost of revival is expensive and limited to one use per thirty minutes. In my opinion this really distracts from the fun game experience because death is a common occurrence while leveling. 
 
My questions are:
1. Why have the graveyards so far from questing areas? The game zones are huge with a few settlements for each faction. Why not have graveyards a bit closer to questing areas that contain several missions?
 
2. If we have to pay to revive at our corpse, why is there a timer that limits the amount of times we can revive at our corpse? Personally it feels like when I die the game is making me pay for my death in one way or the other. I am already going to have to pay a repair cost and either pay and additional cost with time played and disrupting the fun I am having with a very long corpse run from the graveyard to an area where I died or with in-game currency, once, and if I die again I have to make the horribly long run. If we are paying to revive at our corpse why limit it to once every thirty minutes or whatever it is? Why not allow us to be able to revive at our corpse as long as we pay (hopefully a lower cost) for it? Other games have a timer that increases every time you die that seems fair. Having a timer set at thirty minutes is horrible.     
 
In my opinion this game is fairly fun.  Unfortunately, there are some issues that really detract from that fun.   
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... Um. Click the link to my profile.
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Yasfan,
 
Bollox.
 
The "first world" is nothing but entitlements.  Heck in the USA alone 10% if the people pay for nearly all the rest with the next 39% picking up the slack and yes 51% if the US are "on the dole" in some form or the other.  It is endemic to society that the same "mentality" of entitlement be brought over into "games" because most people in the gaming demographic today are from a generation that KNOWS NOTHING ELSE BUT ENTITLEMENTS.  Hard work... what the frack is that to them.
 
*bubble burst* :P	
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			I think Carbine should add some "Hardcore" and implement perma-death, keeps things interesting that way	
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My questions are:
1. Why have the graveyards so far from questing areas? The game zones are huge with a few settlements for each faction. Why not have graveyards a bit closer to questing areas that contain several missions?
 
2. If we have to pay to revive at our corpse, why is there a timer that limits the amount of times we can revive at our corpse? Personally it feels like when I die the game is making me pay for my death in one way or the other. I am already going to have to pay a repair cost and either pay and additional cost with time played and disrupting the fun I am having with a very long corpse run from the graveyard to an area where I died or with in-game currency, once, and if I die again I have to make the horribly long run. If we are paying to revive at our corpse why limit it to once every thirty minutes or whatever it is? Why not allow us to be able to revive at our corpse as long as we pay (hopefully a lower cost) for it? Other games have a timer that increases every time you die that seems fair. Having a timer set at thirty minutes is horrible. 
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			If you die, stop dying.	
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In fairness, many of the same video games back in the day where there was a "three lives, game over" policy also did not have an end. You simply kept going until you were eventually overwhelmed. The concept that it was even possible to "win" took a few years to show up.
 
I'm sure the long term effects on a generation that grew up learning that there was nothing they could do but stall the inevitable would make a really fascinating psychology thesis.
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I think Carbine should add some "Hardcore" and implement perma-death, keeps things interesting that way
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Yasfan,
 
Bollox.
 
The "first world" is nothing but entitlements.  Heck in the USA alone 10% if the people pay for nearly all the rest with the next 39% picking up the slack and yes 51% if the US are "on the dole" in some form or the other.  It is endemic to society that the same "mentality" of entitlement be brought over into "games" because most people in the gaming demographic today are from a generation that KNOWS NOTHING ELSE BUT ENTITLEMENTS.  Hard work... what the frack is that to them.
 
*bubble burst* :P
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Ignoring all the "I used to have to hand craft my items back to life with mud and sticks after a 45min run back to my body, get off my lawn youngin" posts, leveling should be the least painful thing about an MMO. However, I don't think I ever had to spend more than a minute or two running back to the questing area where I died, I don't think I've paid gold to rez more than 2-3 times total and I have 2 50s and 4 35+ alts. So unless you're getting destroyed over and over (l2p issue there), this shouldn't bother you.
 
For you old timers, a game is either unreasonably user unfriendly (old MMOs) and you accept it because that's all there is and you don't know any differently, or it's not. Anything in between is really irritating, stop looking into the past and bitching about how "entitled" people are today. I drive a car, use the internet and carry a cellphone, am I entitled because I'm used to that level of technology and progress? No.	
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			You know I saw this title, and I thought Dying does feel like punishment in this game, paying Plat upon Plat to dye my outfits, just makes me sad, then I read the OP... and I wanted to sound like an old man about how back in my day you had to run all the way back to where you died to collect your stuff. etc.	
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You know I saw this title, and I though Dying does feel like punishment in this game, paying Plat upon Plat to dye my outfits, just makes me sad, then I read the OP... and I wanted to sound like an old man about how back in my day you had to run all the way back to where you died to collect your stuff. etc.
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Back in my day I had to eject the floppy and put in disk 1 to start over.
 
(lol)
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Hell...back in my day I had to program my own damn game in basic!
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Hell...back in my day I had to program my own damn game in basic!
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			It feels like punishment cuz everytime you die a npc trash talks you to death	
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It feels like punishment cuz everytime you die a npc trash talks you to death
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RIP World of Darkness, you were so hardcore you didnt even make it out of Alpha :(
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It feels like punishment cuz everytime you die a npc trash talks you to death
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Quick fixes...
1. Don't die
2. Get rid of death
3. Quit complaining about a valid aspect of the game.	
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Well, back in MY day, I had to blindly rewind or fast forward my cassette tape to find my data. (TI-994A)
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I like all these peope suggesting "do not die" as a fix to the cost of dying. It's so hilariously stupid.
 
Personally, I think that dying should be enough of a punishment in itself. Why? Because it means the player failed. Adding anything on top of it is really throwing salt in the wound. At least repair costs are understandable (they are not linked with death as much as they are linked with use of gear, and it's an effective gold sink). The same is true for travelling times, I think.	
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To OP :
 
It isn't. 	
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They knew not  many would play it. Not enough people are into the Hardcore thing. Wise move to scrap it. It was dead in the water.
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Well, we had it tough. Back in my day we had to use slide rules to analyze our data. And if we didn't analyze it all before it got dark, we had to do it by feel, counting the tick marks as they lined up.
 
And did we complain? No. We were happy to do it. We enjoyed it.
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A slide rule? Pffft, those werent even invented yet. In MY day we used an abacus   ;)
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Oooh, aren't you fancy, with your 'place values'. When you run out of fingers and toes you're out of numbers, and that's how REAL hardcore players like it.
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I honestly dont believe you know what "hardcore" really is. Have you ever served in the military, been a cop or firefighter. Ever save someone from dying our put your life on the line for someone else? Then you arent as "hardcore" as you pretend to be.
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 :rolleyes:
I'm just gonna let you read back into that string of facetious mathematics references my comment followed.
And notice where I actually put "player" after it, making any references outside the game entirely beside the point.
Then look away while you quietly extract yourself before it gets worse.
 :rolleyes:
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Oh, pardon me, I should have "known" that by adding "player" into it you purposely meant to change the meaning. Yeah, my mind reading skills suck on a Monday. Quietly extract myself because I laugh at ANYONE who uses "hardcore" and gaming in the same sentence? My you are full of yourself today. It can possibly get "any worse".
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Look pal, we were just having some fun to tone it down some and you come along and take a dump on it. Nice job.
 
I also love how you completely EVADED my question. I ask again.....Have you?
 
Your original comment was so "ambivalent" its nearly impossible to determine WHERE you are coming from. No clue if you were being an arse, a troll or joining in on the fun. Your further comments showed EXACTLy where you are coming from. Me thinks you are trying to cause an issue where none should be.
 
And good lord, cant you come up with any other word other than "facetious" in your arsenal of "words"? "Sounding' smart and being smart are 2 different animals.
In the end, stay out of my face and I will do the same for you.	
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/popcorn....
 
Wish I know what I'm popcorning to. I see two F's exchanging fancy words, but the topic seems lost atm.	
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/popcorn....
 
Wish I know what I'm popcorning to. I see two F's exchanging fancy words, but the topic seems lost atm.
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Look pal, we were just having some fun to tone it down some and you come along and take a dump on it. Nice job.
 
I also love how you completely EVADED my question. I ask again.....Have you?
 
Your original comment was so "ambivalent" its nearly impossible to determine WHERE you are coming from. No clue if you were being an arse, a troll or joining in on the fun. Your further comments showed EXACTLy where you are coming from. Me thinks you are trying to cause an issue where none should be.
 
And good lord, cant you come up with any other word other than "facetious" in your arsenal of "words"? "Sounding' smart and being smart are 2 different animals.
In the end, stay out of my face and I will do the same for you.
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			I don't really mind the dying, but I would like the holo-crypts I spawn at to be more consistent relative to quest completion, rather than a simple distance metric. It would happen when I died that I would simply get shunted over to the holo-crypt of an adjacent quest hub, which breaked the flow of the game for me because now I've had the next place to go discovered for me and now I had to choose between finishing the questline I already had been working on, or skipping it and pushing on.	
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