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Unread 03-02-2006, 01:11 PM   #29
Zerebro

Loremaster
 
Join Date: Oct 2005
Location: Netherlands
Posts: 276
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Phank wrote:
The game needs risk.  Bottom line.  Removing spirit shards was the last form of risk that players really had to lose anything, that being time to recover their shard. 
 
The group debt idea was really strong.  However it was implemented badly at first.  Here is how you fix it.  Make it a group option.  If the group feels confident about how they work as a team, they can select to turn Group debt *on.*  Their reward is a bonus exp, say 4%.  Their penalty is group debt.
 
 

I was having the same idea at first, but now totally used to it and now have the same feelings about dying. Even while there's only a small debt and 10% more damage I often am far into an area and the group has to rerun to get there again. Still same risk feeling for me.PS: It has some advantages when you want to pick up people at the beginning of an area when you can't invis/evac back, just die and run to the entrance SMILEY But I hardly use it for transferring me.
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