Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
In sign it's mentioned you save at save points so you lose all your items and EXP from the point of your last save if PKED.
It's a huge inconvenience.
Also due to the nature of it being vr it's pretty chilling iirc they have all their senses and pain etc.
As someone on reddit put it "There is a lore reason for this. Due to the nature of the game's mysterious designs by Harold Hoerwick, the game looks super realistic to players, and it actually unknowingly heightens emotions. In the original games the waves were created to analyze human emotions and feelings and heightening them was a good way to collect that data.
So like, the over the top reactions are because the players are far more immersed than normal. "
People are scared of losing their items and the emotional impact it has due to the game feeling so real.
That and it's super annoying.
EDIT: jester if you want, these games have truly wretched writing.
You don't DIE at the start, you get Data Drained; that's not something that's going to happen to a normal player.
This is just an "old man" waxing prose.
In the year that .hack//G.U. Vol.1 first released - 2006 - MMORPGs were generally much less forgiving than they are now, even in ~future year of 2017~ where the game takes place. I remember playing Final Fantasy XI a lot back then (a game heavily inspired by EverQuest, which was also very difficult) and getting killed was a massive pain in the butt not only because you would lose a TON of EXP (even "Leveling Down") but gaining that EXP back was massively inconvenient and could take days of grinding. Not only that, efficient solo-leveling was next to impossible unless you had the patience of a Buddhist monk or were a true masochist willing to take the risk of dying for a higher reward, which would send your EXP levels crashing down even moreso from any minor mess-up. You had to team up with people and with any social situation that absolutely required communication, stress over possible fights breaking out is a valid factor. MMORPGs were for dedicated grind-loving hobbyists back in the day, and the dreams of Sci-Fi writers thinking of what MMOs in the future would be like makes .hack//G.U.'s "overly" emotional reactions to it make absolute sense even without the additional Sci-Fi immersion headset stuff. I don't think a lot of us back then expected games to be as accessible as they are now. It's a good thing that MMORPGs aren't so punishing, but I still sometimes miss when failure felt so high-stakes. It made winning anything in those old games feel all the more beautiful.
Anywho, though I never played an MMORPG that had open-world PVP, I can absolutely imagine why someone would be upset to get PK'd. It sucks far enough already to get killed and lose your EXP/progress/items, but to get killed by a fellow player just because they felt like being a butthead makes it hurt all the harder. It's really interesting to me how Square-Enix evolved to make both FFXI and FFXIV cooperative games to avoid this exact issue. I love the writing in .hack//G.U. in exploring how these fictional players wish PVP was eradicated entirely, while others argue that it makes the game more fun.
Don't normal players end up in a coma after being data drained? it's not death, but a coma is as close to death as you can get.
I mean, that's what happened to Sora.
If you know, you know.
Which raises other questions regarding how The World was designed. I didn't play the first .hack// series nor did I finish Sign, but from my understanding R:2 always had PVP, which makes it a PVP game. Why PVErs would play a game designed with open PVP in mind and then go on to complain about the PVP is beyond me, but alas. Perhaps this is an early 2000s mentality that carried over from Ultima Online, Tibia, and, to some extent, WOW and its faction-based PVP, none of which I played to understand why someone would play an MMO designed with PVP in mind only to complain about said PVP.
But uh... Just ignoring how the VR headsets function in this universe, I can only imagine why anyone would make a big deal of dying to another player if it means losing experience and loot, especially if you can level down as in FFXI, for example.
Except that it's not actual PvP that gets complained about, it's ganking; in games like WoW ganking can be considered a matter of course if you're doing open-world questing, but in something like The World it'd be a lot harder to randomly find someone half your level in an area unless you INTENDED to go ruin their experience. If anything, CCCorp would be under a lot more fire IRL for having what seems to be zero policy for harassment of other players via making it impossible for them to progress by constantly killing them when they're trying to enjoy themselves.
If they wanted a challenge, that's what the Arena's for; as is stated directly in the game, ganking is their only goal if they're doing it in Areas.
twice even >.> only the second time he didnt go comatose for some reason
My assumption is because it was from the defenders of the system's stability instead of what was causing the instability in the first place...that and since he wasn't the intended target of said defender.