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Is there Harsh Death Penalty and Corpse Runs?

Discussion in 'Everquest Next' started by redmoon, Aug 1, 2013.

  1. redmoon

    redmoon Well-Known Member

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    Is there Harsh Death Penalty and Corpse Runs?
     
  2. rocketwar

    rocketwar Well-Known Member

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    Death in a fantasy virtual world needs to have serious consequences. Without a tangible death penalty players will never respect your virtual world. Substantive loss such as experience and requiring players to retrieve their corpses is a basic requirement of bringing back that EverQuest magic. Without the possibility of loss, a virtual world becomes a safe amusement park. Let’s also not forget that a death penalty can be mitigated by player resurrections and corpse finding abilities given to special classes — both are class interdependence design elements that help to strengthen the community.
     
  3. redmoon

    redmoon Well-Known Member

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    Do you like corpse run?
     
  4. rocketwar

    rocketwar Well-Known Member

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    Corpse Runs, nothing sucked more than dying in a place like the bottom of sebilis and being bound in Freeport. While I agree with bringing back that feeling of risk vs. reward, I feel like there has to be another way. If I spend 3 y ears playing the game working on my character and really spending the time to gear him up I really don't like the idea of risking losing it all. Unless they put in some sort of a graveyard feature that would allow you to summon you're corpse an hour after you die or something along those lines. I'm fine with xp loss and de-leveling. Bring back xp rezzes and only give clerics the ability to give you a rez that brings back the majority of your lost xp. I believe it was like 96% in the original EQ.