One of the things I've wondered about is combat length, and according to the devs they're also discussing it. As a strictly solo player, I'm used to combat ranging from a few seconds to a few minutes, more in the case of a wing and lots of running away on my part. I think the short intense (ish?) bouts are the way to go. If you die in solo, it's rarely in a brief encounter unless there's a massive power disparity. Usually you have a few minutes to at least try to get away.
Enter open. It's more or less the same thing except somebody has to die. That gets frustrating because every death means loss, and such a loss can potentially set you back MASSIVELY. Not necessarily bad, but I feel death is indeed more likely in open, virtually inevitable, and is obviously made worse by flat griefing style murder. In other games with death penalty, PvP generally ignores the death penalty because dying to a pc is more likely and generally kind of sucks. I can't for the life of me think of a good way to implement this in ED without it being horribly exploitable, but you guys are smart.
So I have two questions:
1) how long should combat last, generally? Should the times differ between pve and PvP, as to perhaps make player fights last longer and seem less anti climactic?
2) is there a clever way to alter the death penalty, such that being flat out murdered by a pc gives you a pass on the insurance? Would we even want to do that?
Thoughts?
Enter open. It's more or less the same thing except somebody has to die. That gets frustrating because every death means loss, and such a loss can potentially set you back MASSIVELY. Not necessarily bad, but I feel death is indeed more likely in open, virtually inevitable, and is obviously made worse by flat griefing style murder. In other games with death penalty, PvP generally ignores the death penalty because dying to a pc is more likely and generally kind of sucks. I can't for the life of me think of a good way to implement this in ED without it being horribly exploitable, but you guys are smart.
So I have two questions:
1) how long should combat last, generally? Should the times differ between pve and PvP, as to perhaps make player fights last longer and seem less anti climactic?
2) is there a clever way to alter the death penalty, such that being flat out murdered by a pc gives you a pass on the insurance? Would we even want to do that?
Thoughts?