Originally Posted by
Salvadore
1. I do understand, but why "code" any death differently? It should have the same consequences regardless of how it happens. It shouldnt favor one type of deaths over the other.
2. I didnt have a single problem with it. I thoroughly enjoyed it. All items a player carries should drop on death, just like UO. It provides rewards, the ability to recoup ones losses from an accidental death, and boost the economy. People prepare more and are less reckless involving death when there are consequences. Thus why you have nakeds running around punching people as their only form of entertainment. No risk all gain.
3. I didnt think it was unbalanced, at all, in UO. You would die to discons and accidents sometimes, but you had a chance to at least recoup your losses there. Penalties shouldnt be any different for pve as compared to any other deaths. If you add any risks or rewards to any type of death, you are simply adding more to un-balance. YES, I will pve. It is a necessity. But if I have the ability to exploit the system - knowing my death/loot will be different if i recklesly try to kill a bear as opposed to a person, I will obviously act accordingly. So will you, so will everyone else. Make it all have the necessary, and same, consequences.
It's technically working the way you are wanting it to work NOW - if a bear kills you, you lose nothing, dont have to worry about any consequences, retain all of your stuff (hypothetically speaking if you only have PO weapon equipped and proper permissions bag equipped), and respawn immediately. No risk, all gain. Ill throw myself at that bear until I kill it and gain, no risk besides time wasted on how many times i try to kill it.
Shouldnt be that way. Should have risk. Should have equivalent reward.