FAQ - General MMOG Phillosophy
18.4.1 What do you think of the relatively new lower level cleric resses and do you think that they impacted the game in a positive or negative way? And if you could, please elaborate your feelings on the 96% exp res, too.
The original intent with rezes was to make them more available and more powerful the higher level you became because the assumption was that you'd be dying more in more dangerous areas, as well as to bolster class interdependence (e.g. you need a rezzer, and you really need one in nasty areas).
What seemed to have happened instead was that while death wasn't a major sting early on, it turned out to be pretty nasty in the mid-levels, and then return to not being as bad at higher levels (assuming you got the rez). Needless to say, this didn't go completely according to plan.
Without directly commenting on what EverQuest is doing now, let me say that in general I think the more we expect players to take risks, to die due to the difficulty of an area, and the more important grouping and class interdependence grows, the more available a rez should be. That said, death still needs to sting, and making a rez recover virtually all exp lost as well as other spells/abilities that make CRs drastically easier at the high-end than the low or mid-levels isn't good, IMHO.
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