Permadeath clashes violently with basically every aspect of mabi; heck we even have quests that REQUIRE YOU TO DIE. With the amount of work it would take to alter mabi enough to make this anymore than a frustrating, senseless waste of time, you really could have just created a new game with permadeath in mind from the start.
That's a really cool video from 2012. Yes the servers were like that but I think they've gotten a little better since then. I haven't experienced it in years but I don't if anyone else has. And that's such a rare occasion. It would be the biggest shame if that happened to someone. But it's definitely not common that people are surrounded by powerful enemies right during a lag spike.
Permadeath clashes violently with basically every aspect of mabi; heck we even have quests that REQUIRE YOU TO DIE. With the amount of work it would take to alter mabi enough to make this anymore than a frustrating, senseless waste of time, you really could have just created a new game with permadeath in mind from the start.
If you're talking about G21 or G22, those deaths can be overlooked. Other than G21 and 22 that I haven't played yet, what are you talking about?
EDIT: Also EVERY ASPECT? Really? Death used to be the most punishing thing in this game with blessings and items lost and negative exp. Didn't you used to lose more exp when you were revived by someone much lower level than you?
With the amount of work it would take to alter mabi enough to make this anymore than a frustrating, senseless waste of time, you really could have just created a new game with permadeath in mind from the start.
This line specifically please explain. The changes I suggested it would take to make this work aren't that grand so I want to know what nonsense you're talking about.
Is there really anything more to be said here? Everyone has presented their arguments clearly and exhaustively. No ones mind has been changed.
Firstly, I'm not even going to mention how horrible this analogy is; There is no incentive for participating in the permadeath server; there are incentives for doing the shadow missions (Dailies). These missions also add to the game.I also keep saying that having 1 character on a permadeath server does not drain other servers. That's like saying having Taillteann Shadow Missions drains Tara Shadow Missions.
This just shows how much you truly cannot see the presented points. Sure, you bolded some words, used bullets. Great. Doesn't at all make your points any more valid.I assume the average forum users by NO MEANS represent the majority of the Mabinogi playerbase so even if I get dissent here if it's the same 3 points being answered over and over, it means that there isn't much wrong with my idea. Honestly the thing to do would be to add your own ideas (not you Draech specifically but everyone that has been replying) or discuss what could be done to improve the idea rather than to keep saying it won't work because Nexon.
You would know what you're getting into so laggy internet would not be an excuse for death
So, you're telling us that if we get a random lag spike, it's suddenly our fault? As if we can decide when we get a lag spike? Sounds like you're confining the server to those who basically live in Cali or have the best internet. Some lag isn't even preventable because server-side lag is a thing. If Nexon has a bad day lag-wise and a lot of people die due to server-side lag, what can they do? They're not going to roll-back because that would outrage the people who didn't die; at the same time, they'll get backlash for server-side lag.Don't play on the Permadeath server when your ISP is giving you lag spikes. Don't play on the Permadeath server on wifi unless you're that gutsy. It's the fun of a permadeath server to see how far you can go.
Monetization and profit are up to Nexon to decide.
while reforges are powerful, they aren't necessary. You can do a lot without reforges and people not buying reforges on a hardcore server wouldn't stop people from buying them on the other 4 servers.
THICCthighssavelives wrote: »Taming and transformation can be merged into the same system that uses some sort of 'monster familiarity' as it's backbone, where your success chance at both taming and transformation will depend on your familiarity with the monster. When you don't know anything about the monster you can only tame it (peaceful method) or capture it (combat method), which increases your knowledge of the monster. As you gain knowledge, you can possess it's body, gain small combat bonuses against that monster type, or even increase or decrease its spawn rate in its spawn area. Once you have expert knowledge of a monster you can attempt to transform into it.
The transformation window already has a big list of monsters. It can be repurposed for the more generalized monster familiarity system. What do you think?
Hardmuscle wrote: »@SherriI'm actually hoping that they consider increasing the maximum size of an uploaded picture (100x100).
I mean, I wouldn't be sad if they didn't but at the same time I would be pretty happy.
They already did this. ~ Our current pictures are 200 x 200.
Just like this one I made the other day to tease @Faybal with .. lol...
It would take all of 5 seconds for Nexon to add this to their collection.