Moving this from Testing Feedback so it's more visible and because Doctorspacebar seems to be not playing anymore. Note that in the testing server, Mist was still present and the fee for Sparkless revival was 10 energy. Keep this in mind when reading. Also note that this was published in a special forum specifically designed so that Three Rings could modify the update to incorporate player feedback, and it was completely ignored.
"This is much like another situation. Listen to this, Three Rings- this is a comparison.
I used to play RuneScape, and they were having a lot of trouble with "real world item traders", which basically meant "people selling RuneScape items and gold for real cash". This was a problem. To "fix" the problem, Jagex (the guys that ran RuneScape) created a trade cap that prevented anyone from trading over around 10,000 gold worth of items. It got rid of most real world item traders. However, it also stopped people from giving completely innocent gifts, and player-killing, one main draw of the game, was severely hampered.
Three Rings, you are doing the same thing to get rid of alt draggers, except for a few things.
-1: Alt draggers are doing nothing NEARLY as illegal or immoral as real world item traders.
-2: Removing health revives removes a huge reason to party in the first place.
-3: Removing health revives will not even stop the problem completely since the alts can still use their mist to revive.
-4: Your reasoning is flawed; the system you have in place means that two team members with two pips of health will take more total hits than one team member with four pips of health if any enemy can deal more than three damage, and this is almost always the case in the game's most difficult content. Don't kid yourself, this is only putting a damper on party survivability.
-5: There are three kinds of difficulty. Real difficulty comes from the monsters, traps, and level design. Fake difficulty comes from inflating monster hit points and attack power to obscene levels without any real change. Stupid difficulty is basically fake difficulty with the added bonus of being downright detrimental to enjoyment of the game, and that's what removal of health reviving really is. The dead guy won't enjoy being dead the entire time, and the other guys, even if the dead guy doesn't beg, will still feel a bit of guilt for leaving the poor guy dead on the ground.
-6: Sparks of life are an obvious money grab. This'll only tick people off, so much so that I expect income overall to drop.
-7: In the same token, Sparks of Life cheapen the game- being able to revive twenty times in a Shadow Lair for less than it cost you to get in is directly equivalent to making the game easier.
I will be blunt.
REMOVING HEALTH REVIVING WILL BE OBJECTIVELY DETRIMENTAL TO THE GAME. DO NOT FIX WHAT IS NOT BROKEN."
I'm still playing!
Anyway, let's look at what we've got now. I have few objections to the new crafting system, but the new revive system's still the same. Let's have a re-count at these seven things.
"1: Alt draggers are doing nothing NEARLY as illegal or immoral as real world item traders."
This hasn't changed at all.
"2: Removing health revives removes a huge reason to party in the first place."
It still appears to remove a huge reason to party. Unless you want to mooch off of someone else's sparks.
3: Removing health revives will not even stop the problem completely since the alts can still use their mist to revive."
Well, okay, now that point is kinda moot since mist is gone. I admit, you can't really alt drag as efficiently here. That said, someone good at shielding will just be able to knock monsters away... unless you're talking about, say, Trojans. Plus, who alt drags when YOU GET FREE ELEVATOR RUNS?
"4: Your reasoning is flawed; the system you have in place means that two team members with two pips of health will take more total hits than one team member with four pips of health if any enemy can deal more than three damage, and this is almost always the case in the game's most difficult content. Don't kid yourself, this is only putting a damper on party survivability."
The numbers are still the same. Sonic Mode is still in full effect. Let's not forget what Fire would do to that one team member with four pips!
"5: There are three kinds of difficulty. Real difficulty comes from the monsters, traps, and level design. Fake difficulty comes from inflating monster hit points and attack power to obscene levels without any real change. Stupid difficulty is basically fake difficulty with the added bonus of being downright detrimental to enjoyment of the game, and that's what removal of health reviving really is. The dead guy won't enjoy being dead the entire time, and the other guys, even if the dead guy doesn't beg, will still feel a bit of guilt for leaving the poor guy dead on the ground."
This is true. However, this is seeming less of a problem because of the high drop rate of Sparks of Life (more on that later).
6: "Sparks of life are an obvious money grab. This'll only tick people off, so much so that I expect income overall to drop."
Now that mist and elevators are gone, perhaps they need this money grab. Then again, Sparks of Life drop like no tomorrow.
7: "In the same token, Sparks of Life cheapen the game- being able to revive twenty times in a Shadow Lair for less than it cost you to get in is directly equivalent to making the game easier."
This I can easily stand by. Sparks of Life drop at a very high rate, making it easy for someone to just plow through T1 Treasure Vaults on Elite to save up for a Shadow Lair- it's like going back to World 1-1 and stockpiling lives for Bowser's Castle.