Agreed. I'd much rather play a MMO that included permanent death but the balance needs to be there. It can be a much more rewarding experience, especially the types of conflict that you can create (actually pkilling someone from a league and having that league come after you)
If the entry point is too high (say several weeks of grinding to get even a mid-level player) people will be less likely to venture out and play the game. The reward is very low for the risk. If the entry point is too low then it'll just be a FPS. Striking that balance is really tough.
In my opinion, a permanent death MMO it should take about 20 hours of grinding to reach the top 2%, 60 hours of grind to reach the top 1%, and 400 hours to reach the top %0.01 (and so on).
Permadeath sounds cool, is great for many to boast about around the virtual water cooler, but in the end suffers from the simple fact, things go wrong and people cheat.
You can self replicate perma death for yourself in any game you play but I know most people would not, they would rather be water cooler hard cores.
Having recently played XCOM which has a perma death for your troopers I lost my taste real quick because of bugs. Players certainly won't pay for a perma death MMO where they died because of bugs or cheating; there will be cheating. A free to play perma death MMO might survive but even then its a fine line before the bugs push them over the edge.
I really don't want to be in another MMO like Eve, where areas of the game are off limits or worse, certain groups go on nerd rages and just grief people who are no threat/not even interesting but convenient.
> I really don't want to be in another MMO like Eve, where areas of the game are off limits or worse, certain groups go on nerd rages and just grief people who are no threat/not even interesting but convenient.
Dude, if no one likes you, that isn't their fault.
Besides, there are no "off-limits areas". You can venture that if you want to risk it. I know, because I enjoyed doing just that.
There's nothing like invading a big alliance space, get chased by multiple pilots, and by some skilled (and lucky!) piloting managing to escape alive. All the while knowing that one screwup would cost the whole ship.
If the entry point is too high (say several weeks of grinding to get even a mid-level player) people will be less likely to venture out and play the game. The reward is very low for the risk. If the entry point is too low then it'll just be a FPS. Striking that balance is really tough.
In my opinion, a permanent death MMO it should take about 20 hours of grinding to reach the top 2%, 60 hours of grind to reach the top 1%, and 400 hours to reach the top %0.01 (and so on).