Not sure this was posted. MMORPG podcast with EQ Franchise people.
Highlghts:
Georgeson claims EQN will be quite difficult, and group oriented. Death penalties are in. Terry says there will be solo content, but that content will be different activities with different rewards than group content. Focus on exploration, fear, adrenaline. Makes reference to other MMORPG products being too easy. Georgeson refers to Tundra Jack as Yukon Jack
MMORPG.com Podcast
EQN stuff starts around 14 minutes
Death penalties being in means what? Have they stated what the actual mechanics are?
The problem with death penalties since EQ have been that they rarely ever happen alone in the overworld. (Dying in WoW while not in a dungeon only happened if you were AFK or trying a very red mob 5+ levels above which was only difficult due to hardcoded resists/misses that happened once a mob was red).
This meant that the "Focus on exploration, fear and adrenaline" never happened in WoW and I have not seen it in a game since EQ. You never explored a new area (outside dungeons) and went "ohh this is scary, I
reallydon't want to die". Exploration in games since EQ have been "open map, go to unexplored area. If aggro from mob that can kill you, run until leash is activated and mob drops aggro". Kithicor scary / Duskwood not scary. Kithicor with WoW death penalties, not scary. Duskwood with EQ penalties, scary.
For death penalties to actually matter again they need to be implemented close to the start of the game, not just at end game, and there needs to be an immediacy to it. Death should suck equally for a low geared person as a high geared person, only difference should be that it is less likely that the better geared person would die. WoW era death penalties that focus on the gear not the player turned that completely upside down. Death virtually pointless until the very late stages, because it costs more to fix a purple tiered robe than a green one. Death is then also not an immediate concern or loss, but rather something that you "fix" later when you go into town. Oh I died 5x times last run, so now I need to click a button to repair. It might be noticable at the later levels due to high costs, but it is not an immediate "oh no, I am about to die". No fear. In WoW when I saw nameds in the overworld, even if they were several levels higher, I tried, died, tried again, until I thought "I can't do that" and moved on. In EQ, I saw mobs and thought "I shouldn't do that". It has been over a decade since a game has shown me a mob that I wanted to kill, and me not even trying because the inevitable death was not worth it.
Hopefully they don't do anything stupid like lower death penalties for solo, and increase group penalties (like early EQ2). Death should be death, similar for all classes, all levels (perhaps less for the first 5 or 10 levels). It should be noticable, so that you would not want to die, ever, but you should be allowed to reduce the penalty by gaining help from the community.
My ideal way of doing it would implement different penalties based on where you are / what is happening in the world. Within an X radius of a main town/settlement, you could respawn in that area, with a exp penalty, debuff, or whatever. Outside that radius, corpse/items would be left on body. Have to go back. Would make world exploration dangerous, but also give incentive to build new settlements. Have hardmode dungeons/mobs that might add even more risk, not that I would get close to such an area, but would have no problems with static extremely dangerous mobs (think Sleeper) with a deathpenalty that went closer to permadeath. Contested mobs that wiped out top tier guilds. That would make for some good story reading.