#1 hater strikes again
Minor issue: the entirety of deepwoken’s design is made to encourage PvP on-sight.
Permadeath
Here’s why I’m against permadeath in multiplayer games:
- Non-Consensual Risk
- Players know when or when they aren’t taking a risk. When going in to attack a strong enemy, you’re going to expect to get your ass beat, permanent PvP allows players to attack each others without the knowledge of either parties. This means that you are at risk during ALL of the game, not just when you look for it, a notion that is heavily important as one would feel cheated after gambling without knowing that it is gambling.
- Increase in Community Toxicity
- With point one of understood, you can expect every players to be wary of each others, if not immediately initiating combat on sight, after all if they’re going to attack you anyways, you might as well take the advantage and hit them when they’re unsuspecting. Thus begins a cycle of unaware players being attacked at repetition, losing progress, and deciding to do the same to others so that they themselves aren’t the one losing it. “But you can just leave the game if you see a player.” Even then, would it be reasonable for a multiplayer game to incites players to never encounter one another? No, because multiplayer games want you to play together, something that isn’t possible in such an environment.
- Unreasonable Punishment
- Now, you got punished. What for? Because you weren’t 100% aware of all of your surroundings, something that you can’t expect players to do (not only because humans are incapable of such a feat, but also because that’d put heavy stress and pressure on the players, causing the game experience to not be fun). It’s simply ill reasoned to punish people for something they literally couldn’t be aware of as it’d be due to a third party’s interference, something that nobody can expect, specifically because it isn’t part of the game but part of someone else’s will (something that shouldn’t affect you according to modern northern american philosophy).
- Annoying Punishment*
- It was a pain to get to the point of progression you reached, having to do it over and over again is only going to get even more and more annoying, developing frustration within the players as they’re forced to restart over and over again. Exempli gratia: Elden ring is a wonderful and extremely fun game for everyone (except to the mentally disabled), but would you like being forced to play new-game+ over and over again? The answer to that is no, because every task will grow increasingly boring as it is perfomed more and more often, normalising it and turning it into a “task” instead of a “game”.
-# *this only applies if the progression isn’t a reward in and of itself but a path that you’re forced to take for the satisfactory end-goal (useless asterisk as this applies to every roblox games ever made)
Overall, permadeath is a mechanic that only enhances the gameplay when progress is the end-goal, that it is ever-changing, and when there is no multiplayer.
I’m not bothering formatting this for the forums but it should be ok
(yes, I
copy&pasted this from a document I’ve written because I often get into arguments about permadeath as a game mechanic)
alright, but I don’t think deepwoken can function without permadeath
the issue arises from the lack of balancing around permadeath
not gonna lie the easiest change to fix all of this would quite literally just be make pvp deaths not take a life, they are clearly fine with it considering chime skulls were removed, why let players ruin a noobs experience because they feel like it?
there’s still an incentive to avoid death because of item loss too
That’s because there isn’t enough content for it to function without it, otherwise, it’d work just fine as an ORPG (too bad, that’d demand actual effort being put into development instead of constantly pouring out slop).
Remember the pre-release deepwoken directs/documents? Yeah, they had a gameplay loop down. Then they slapped permadeath on top of it, scrapped the interesting parts of the game, and proceeded to label it as “A game that won’t be like rogue lineage” only for it to end up that way. Look at contractor progression, they have played us for absolute fools.
no, its because all the content is based around permadeath
the entire lategame area is based on permadeath, builds are based on permadeath, races are based on permadeath, the problem is that pvp isnt
true
Got animal king after I wiped so it’s not that big of a deal anymore
because they use it as an artificial way to up the stakes, they don’t know how to do so without implementing this feature which can only fit a niche.
the only way I can see that as being true is because the only way to change those is by permanently losing your character, but they could either implement a way to manually erase your save files or a way to change your character in-game.
Examples: Voxlblade, Arcane Odyssey, Pilgrammed
that’d be because PvP is a feature while all of the other things are mechanics, which is normal.
Therefore the problem lies in the mechanics, that being permadeath.
how?
what???
HOW???
Permadeath =/= Reset data button
Permadeath has literally nothing to do with any of these things functioning.
no, they use it as a gimmick
its plastered all over the game, “this is what makes deepwoken unique!” if it didn’t have permadeath, it wouldn’t have anything
already exists
this is just jargon, pvp is a seperate feature to permadeath
it also seems like you are taking the approach the devs are actively malicious, when in reality, they just have had permadeath as a feature for a long time, and like developing games with it
the depths dumbass, how else would it work other than permadeath
By not having permadeath.
explain why having permadeath in the depths is so important lol.
You can enter and leave the depths without interacting with permadeath whatsoever, removing it would have literally no impact on how it works.
Hell, you could even still have players sent there after two deaths and then just not wipe them.
the entire atmosphere of the depths rrelies on the fact its both
hard to escape
and you can die at any moment
without permadeath, the depths is literally just a lategame area that you get to with whirlpools, it loses all of the specialness
that would be dumb and inconvenient, there’s no reasoning for it
It was ok, but nothing compared to AO
First off: Wrong, the depths would be plenty cool without permadeath, infact I think I’d like it much more since I could focus on what makes it unique instead of worrying about getting thrown into a pit and restarting my entire character.
Secondly: it’d still be hard to escape
Thirdly: You’d still be under constant threat
Fourth: Yea that’s what it is, what other game does that? its cool regardless lol.
If doing this without permadeath is “dumb and inconvenient” then how is doing it with permadeath not.
because its the point of the game
yeah ok sure, whats the threatening atmosphere of say, the dark sea come from again?
constant threat of being sent back to 0. sure theres less stakes, but doing stuff like that is good for atmosphere
my man you have been brainwashed.
you’re yet to say a word about how its actually important and/or improves literally anything.
If the dark sea could reset me to zero I’d make a massive rant post here and quit AO on the spot.
bruh the fuck is deepwoken about if not permadeath
changes:
- made it so that if you die in the dark sea 3 times without leveling up, your file is wiped
Being a big cool RPG with fun combat and mechanics with a huge story going on behind the scenes for the players to piece together while fighting through unfamiliar spaces.
You… don’t need permadeath for that to work.
voidwalkers: