"Our design proposal was to reward the winner of the PvP fight with a random item taken from their target. As many of you know, we put up a week-long poll to gather more feedback on this proposal. Well the results are in:
Publish 28 is bringing some new PvP enhancements to SWG. We want to know which of these five possible Death Penalties you would prefer:
- No Penalty. When I am killed, death is the only inconvenience. (63%)
- Lose credits based on level. The higher your character's level, the more credits you will lose. (24%)
- Lose one item. When killed in PvP combat, you will lose one random item from your character's inventory or that you have equipped. (4%)
- Lose one item and also credits based on level. When killed in PvP combat, you will lose one random item from your character's inventory or that you have equipped and credits based upon your character's level. (2%)
- Free loot. Your attacker gets to pick one item to take from your character's inventory or from your equipped items. (8%)
Total Votes: 8170
Based on this feedback we have decided that we should not implement the random item loss as a PvP death penalty. We are now investigating other alternative ideas instead. As I have more information on this, I will be sure to share it."
People are currently using Death as a method of travel in your game. There's something wrong when a bunch of Carebears who loathe the idea of dying to another Player would throw themselves willingly into the Sarlacc Pit to get out of travelling 2000 meters. Dying in a game is a Bad Thing(tm), and should be avoided, not embraced. Unless your playerbase is less Carebear, and more Emo Lemming.
[ original Post JR "Razor" Sutich : http://www.warcry.com/scripts/columns/view_sectionalt.phtml?site=15&id=108&colid=9159 ]
