by Medeor on Apr 22, 2010
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Do
death penalties genuinely add to the risk vs. reward factor? Many STO
players seem to think so.
href="http://www.tentonhammer.com/sto">Star
Trek Online
is not the most difficult game ever created. It is
very accessible, and offers players of all skill level a fairly easy
way to get involved and
level up the different careers without
suffering too severely. Some people feel this is not how things should
be. The thought is that a reward without risk is charity and everyone
should suffer for fun. As you can probably guess, I’m not in
that camp. The development team is working to offer options for players
who would like that extra taste of danger by offering a slider for
difficulty level as well as causing a death penalty. The new changes
are available on the Tribble test server and seem to be getting a
pretty good work out.
The official description of the
death penalty from Crytpic is:
Death
Penalty
Part of me applauds Cryptic for
creating almost a meta-game out of
dying. At least now after a wipe, we can all compare injuries.
“I got a major,” only to be upped by
“bah, I’ve got two criticals.”
Why take a simple concept of
respawn and turn it into an algorithm of
if/then statements? I don’t want to carry injury packs, or
worry about my current tally of Minor or Major injuries. Just send me
back to the door and let me get back into the action. I guess the moral
of this story is, “Don’t die.” Even if I
am lukewarm on this change, I do like the other change coming our way.
Making changes that are
optional are finding quite a bit of traction in
the games lately. From the traditional holiday hoo-ha that
we’ve seen for years to heroic difficulties in World of
Warcraft dungeons, options are a good thing. Of course I applaud any
change that gives me the power to choose whether or not to adopt it.
That said, I present you with the Difficulty Slider as described by
Crytpic:
Difficulty
Slider
The
only time I see a potential for some grief (or griefing) is that
team leaders will be able to set the difficulty of a mission with no
recourse of the group. This isn’t a big concern, but heck
it’s the only downside I really see to this new system.
I’m sure some people will find the rewards lackluster for the
amount of risk, but that’s how it’s supposed to be
people. Part of the reward is saying that you’ve completed it
on the hardest setting. Getting better loot is nice, but in reality
it’s all about defeating the encounter.
The
two pending changes are still listed as “In
Development” on the Engineering Report. I’m sure
plenty more comments, forum lashings and fine tuning will happen prior
to the live servers seeing these changes so don’t get too
worked up just yet. At least Cryptic continues their communications and
is listening to the masses. I’ve got a split decision on
these two issues, but I have a full vote of confidence in what Cryptic
is putting together. What do you think? Be sure to let us know in our
Star Trek Online
forums!