Discord was so much fucking fun. I've never seen as much raw seething rage in any MMO as when I would manage to land a snare on people 20 levels higher than me and then train red cons onto them, or kill some melee class because drones/snare would basically stick on anyone.
Permadeath could be great, but they need to have some sort of persistent thing that carries over so you aren't losing everything when you roll a new character. Maybe retain skills or certain items based on the account, or something. It would be really interesting to see a game where leveling isn't a huge thing as much as the gameplay. It's not so much the idea of permadeath that has me interested, but rather, "Thank god they're doing something new" because damn, the genre needs it. I play the shit out of permadeath games like roguelikes, but I think they need to have things stay unlocked. Like, say doing X dungeon unlocks a suit of armor or killing world boss Y give a cosmetic item. Have those items be available account bound so that every time you respawn, you have access to the loot and toys that you had unlocked before, but maybe reset something else, like a characters "level" or status. I think it could work as long as it's very clearly balanced around the idea of dying often and wanting to make the risks verses the rewards. And perhaps have rezzing within a party for a short time be a thing to encourage risks. I would love to see a game with risks, without the need to make you grind 50 levels of bear-ass quests to get back to the end as a penalty for death.
Basically, I think it needs to be two tiered: One set of things you lose that are relatively easily replaceable, and one set of things that you keep and grind for the long haul.
Permadeath could be great, but they need to have some sort of persistent thing that carries over so you aren't losing everything when you roll a new character. Maybe retain skills or certain items based on the account, or something. It would be really interesting to see a game where leveling isn't a huge thing as much as the gameplay. It's not so much the idea of permadeath that has me interested, but rather, "Thank god they're doing something new" because damn, the genre needs it. I play the shit out of permadeath games like roguelikes, but I think they need to have things stay unlocked. Like, say doing X dungeon unlocks a suit of armor or killing world boss Y give a cosmetic item. Have those items be available account bound so that every time you respawn, you have access to the loot and toys that you had unlocked before, but maybe reset something else, like a characters "level" or status. I think it could work as long as it's very clearly balanced around the idea of dying often and wanting to make the risks verses the rewards. And perhaps have rezzing within a party for a short time be a thing to encourage risks. I would love to see a game with risks, without the need to make you grind 50 levels of bear-ass quests to get back to the end as a penalty for death.
Basically, I think it needs to be two tiered: One set of things you lose that are relatively easily replaceable, and one set of things that you keep and grind for the long haul.