It's only redeeming feature is it's over fast. Right now, leveling in this game is awful. If the skillgrind were less tedious I might be open to this. Therefore, I am willing to concede that permadeath doesn't kick in until your character has died 3 times, for example. Now, I am very aware the game has opened up a bit to a broader audience and there will be some among us that are a bit "soft". A sense of pride and accomplishment for surviving a certain amount of days (consider personal records).Bigger consequences for the choices you make.What can permadeath do for you? Well, glad you asked: That's why I propose (and you should all support) permadeath. You lose a minute or two getting back to a place where you can get fully regeared in seconds. Won't take much longer to get to the point we are now when persistence hits, however.ĭeath is nothing but a minor inconvenience. Did the process of gathering materials get sped up by the faster leveling? Sure, a bit. "But mister Kebek, that's just cause of the rates!" It's only been a few weeks since the last wipe and people have already come to a point where even losing all your items and maybe losing a bit of weight isn't an issue anymore. Perhaps you should have taken the long but safe route instead? You want to take the quick but dangerous route to your destination? May pay with your life and lose your items. In MO, your actions and choices have consequences. This doesn't just apply to PvP players who actively engage in the killing of others but also traders or more PvE focused players who simply enjoy the danger of other human players preying on them. Ask MO players what they enjoy about the game and 9 times out of 10 they will answer "the ever present danger".