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Game Mechanics Remove Soul Points (v2)

Discussion in 'General Suggestions' started by Saya, Oct 16, 2021.

?

Remove Soul Points?

  1. Yes

    44.8%
  2. Yes but there needs to be a penalty for death

    45.2%
  3. I don't care either way

    3.9%
  4. No

    6.0%
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  1. tig

    tig "Because EO parkour killed my grandma, OK???"

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    Soul points become increasingly outdated every day, everytime a new featute gets added it has a built-in punishment for death.
    LI? Lose your progress and start over (-12 EB)
    Forgery? Lose your progress and start over (-Keys and Runes)
    Normal dungeons? Lose your progress and start over (-Keys)
    Lootrunning? Lose the challenge, time, and what ever beacon reward you were going for.

    Hell, dying in lootrunning doesn't even take soulpoints. When the newest feature completely ignores the game's base death punishment, it really says alout about the game's base death punishment doesn't it?

    Soul Points do nothing, people already /kill or use scrolls to heal and get around. They have no reason to exist anymore.
     
  2. Da Merryboi

    Da Merryboi maybe tell me if somethings wrong with the wiki HERO

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    For my personal standpoint: soul points are the stupidest game mechanic in Wynncraft. The only somewhat valid reason it should exist would be soul point bombs and the soul point regen id, which are as Charii5 puts it (if you dont know who that guy is just look up everything wrong with paper mario color splash, and is also the guy who made the word im about to use), they are losellnichtproblems, a german compound word that essentially means a solution to a problem the latter of which should have no reason to exist. Loss of progress is already enough of a punishment. You now know what you did wrong, while in very few cases it's for bullshit reasons, it's mostly because you did something wrong and you can now learn from your mistakes.

    A punishment for death beyond losing progress and/or whatever it cost to enter the dungeon/raid/boss altar/other stuff is stupid. I get that most people nowadays feel wynncraft is too easy, but there is a clear difference between something being hard and challenging. Hard content is just high difficulty, challenging content is a challenge you overcome using the skills and tools you have, with nothing being out of your control, and as mentioned before, if you fail, you can grow from that. Soul Points make the game harder, not more challenging. They actively prohibit you from trying again to overcome a challenge.

    And as for hunted? Take this following suggestion with a huge grain of salt as I have never played hunted before nor am I active in the hunted community, but maybe just make equipment drop rates a static value? Maybe Soul Points could have a reason to exist there if you die to other players, and that only, but as I said before, hunted is a nigh-alien subject to me, so other people are way more qualified to talk about it than I am.

    Wynncraft is moving on from its outdated stuff, and I hope 2.1 finally puts these wastes of a hotbar space where they belong- the grave.
     
    luckeyLuuk, Krooza, tig and 1 other person like this.
  3. Krooza

    Krooza Professional dumbass HERO

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    Come on salted, get this shit off the server. soul points are shit!
     
  4. Bwitty03

    Bwitty03 Famous Adventurer HERO

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    personally soul points have always seemed like the same thing as those life mechanics some mobile games have where you lose one when you lose and need to wait 30 minutes/pay to keep playing
     
    Last edited: Aug 13, 2023
  5. tig

    tig "Because EO parkour killed my grandma, OK???"

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    Honestly, I can't think of a more proper comparison than soul points and mobile game mechanics.
     
  6. oeti

    oeti Bad RotMG Player | currently wasting time CHAMPION

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    Still waiting for the day Soulpoints gets removed, since they such a useless feature and incredible outdated mechanic.

    which feels like im playing a shitty mobile game where my "stamina" gets low and i have to afk wait or lobby hop (or if we want to keep the mobile game example, "pay irl money")
     
  7. ThePurpleEmerald

    ThePurpleEmerald Famous Adventurer

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    I haven't been following the remove soul point talk too much, but... can someone remind me why we even need a physical direct punishment for dying again?

    From what little I've seen from other people's suggestions for a replacement, I feel like anything that encourages the player to have to wait a period of time to recover said thing is probably not the best idea to have
     
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  8. Sir_Doomed

    Sir_Doomed Can't think of anything to put here

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    The drop rates on hunted are higher anyway, so you're still going to lose gear even if you're on full soul points, meaning they don't really matter as much
     
  9. tig

    tig "Because EO parkour killed my grandma, OK???"

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    Soul Points are no longer lost in raids lol.
     
    luckeyLuuk likes this.
  10. tig

    tig "Because EO parkour killed my grandma, OK???"

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    Bump
     
  11. Mardeknius

    Mardeknius Knight of Blood Item Team HERO

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    So there’s that out of the way.
    I do hope that Soul Points don’t get replaced with some other system, but I doubt that’ll be the case.
    ________________________________
    They say that without a death punishment there “is no tension” to the game
     
  12. ThePurpleEmerald

    ThePurpleEmerald Famous Adventurer

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    Wdym by no tension
     
  13. Da Merryboi

    Da Merryboi maybe tell me if somethings wrong with the wiki HERO

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    I think people want a punishment for death beyond loss of progress thats not soul points (which is still stupid imo, a loss of progress & losing whatever mats/keys were used for content is enough of one already)
     
  14. Mardeknius

    Mardeknius Knight of Blood Item Team HERO

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    “Your death means nothing” is what they say
    ________________________________
    “There’s no reason to avoid death”
     
  15. tig

    tig "Because EO parkour killed my grandma, OK???"

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    No reason to avoid death as in no reason to complete your objective?
     
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  16. Mardeknius

    Mardeknius Knight of Blood Item Team HERO

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    Aaaand that’s where their argument falls apart
     
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  17. ChrisWildfire

    ChrisWildfire Sun Punk CMD

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    If I may play death-punishment's advocate,

    I think a lack of punishment for death allows players, especially beginners, to brute-force their way through their objective and try to succeed with a fluke instead of rethinking their strategies and, more importantly, getting better gear.

    Adding a threat to dying too many times in a row discourages players from trying to beat content they're not prepared for.
     
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  18. tig

    tig "Because EO parkour killed my grandma, OK???"

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    I think consistently failing to beat a piece of content encourages people enough to get better gear or change their strategies, without forcing those sane players to stop playing after a couple of deaths.
     
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  19. ChrisWildfire

    ChrisWildfire Sun Punk CMD

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    To some extent, yeah, but it doesn't always work. You gotta consider that some players will and do brute-force hard content.

    And the punishment doesn't have to force players to stop playing. It can be like an "xp debt" thing where dying makes you not gain xp for a while. It lets players explore caves and do at-level dungeons or raids for good items without the pressure of more incoming high-level content.
     
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  20. Dr Zed

    Dr Zed Famous Adventurer HERO

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    I’ve seen this argument b4, and I really don’t get this argument either. Bosses aren’t like casinos/lotteries; they don’t just spontaneously die or become easier on a random attempt. Especially in the late game when bosses have large HP pools.

    The only way to get better at a boss without changing your build is to practice; which is what a harsh death penalty will go against. It’s why games like Celeste and Cuphead don’t have a death penalty because they’re ball-bustingly difficult and players need all the practice they can get.

    As for gear, for the early to mid game it’s easy to over level, so I wouldn’t call that skill exactly. And for most people, if you fail after 6 times, odds are you’re going to look to change your build anyway.

    All that being said, I would be fine if the death penalty was that you consistently lost 25% of your emeralds, in-ID’d gear, ingredients, powders, etc. Basically anything that could be found in a loot chest or sold to the blacksmith, and ID’d items, horses, and all other items will never drop. You’d never have to worry about not being able to re-attempt a challenge, and it’s not high enough to bankrupt anyone, but not low enough to become unnoticeable. The worst things about the current system is that the death penalty is practically nonexistent for dying a couple of times in a row, and puts a soft cap on the number of attempts a person can do in a row.
     
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