Post by Ludullu on 2025-07-07 20:25:40
Steven wants "losers to suffer", so I highly doubt the penalties will ever change. If anything, we've literally had a change to make the game HARDER, where pvp event death penalties went from "gear decay" to "lessened pvp death penalties". And this change led to a shitton of extra devwork, just to rebalance the entire game to account for those losses and for the abuse by players. All could've been avoided had Steven not loved to fuck over his players royally.
As for the other points:
Not gaining xp debt will require rebalancing of xp and loot rewards from hardcore content, because people will be able to just hit that wall over and over again with barely any gear on them and progress faster due to higher rewards. Intrepid is already working on this by making higher lvl mobs hit you harder, while you hit them weaker. And we also have lower loot rates against higher lvl mobs already. And that approach sure makes me think that Steven doesn't want us fighting stronger foes, as opposed to your example of BMW.
If you remove stat dampen on death penalties, people will keep throwing their bodies at both bosses and pvp, which will mean that PvX just ends up being an exercise of "bring even more people than your enemies, so that you can keep their deathwaves at bay". And afaik majority of people dislike zerg being the optimal gameplay method.
Long travel times relate to my stat dampen example and also to a greater localization of players. If you can get anywhere on the map within a short period of time - there'll only be a single meta of leveling, gear progression and node progress on all realms. While Steven wants each realm to be unique, soft friction to be better than "literally entire realm is trying to fight over the same (few) spot(s)" and for the world to feel truly massive. Any amount of really fast travel would make the world feel much smaller. And putting strong restriction on that travel would just have you end up with the New World situation where everyone cried about inability to fast travel as often as they want.
Now, all of that is not to say that I agree with all of those designs or that I consider them good. But as far as I understand Steven's design - those are the rough reasoning behind these features. And changing them WOULD in fact change the core pillars in a fairly big way, especially when you consider all the other things related to them.
As for the other points:
Not losing mats on death means that economy has to be rebalanced, because the sinks for mats are weaker.We have not received permission from RonDog98 to share the quoted post.
Not gaining xp debt will require rebalancing of xp and loot rewards from hardcore content, because people will be able to just hit that wall over and over again with barely any gear on them and progress faster due to higher rewards. Intrepid is already working on this by making higher lvl mobs hit you harder, while you hit them weaker. And we also have lower loot rates against higher lvl mobs already. And that approach sure makes me think that Steven doesn't want us fighting stronger foes, as opposed to your example of BMW.
If you remove stat dampen on death penalties, people will keep throwing their bodies at both bosses and pvp, which will mean that PvX just ends up being an exercise of "bring even more people than your enemies, so that you can keep their deathwaves at bay". And afaik majority of people dislike zerg being the optimal gameplay method.
Long travel times relate to my stat dampen example and also to a greater localization of players. If you can get anywhere on the map within a short period of time - there'll only be a single meta of leveling, gear progression and node progress on all realms. While Steven wants each realm to be unique, soft friction to be better than "literally entire realm is trying to fight over the same (few) spot(s)" and for the world to feel truly massive. Any amount of really fast travel would make the world feel much smaller. And putting strong restriction on that travel would just have you end up with the New World situation where everyone cried about inability to fast travel as often as they want.
Now, all of that is not to say that I agree with all of those designs or that I consider them good. But as far as I understand Steven's design - those are the rough reasoning behind these features. And changing them WOULD in fact change the core pillars in a fairly big way, especially when you consider all the other things related to them.