

(Long ago, you lost almost everything almost instantly on death. It completely sucked and really should’ve been changed sooner.)
I used to play in the long ago and let me tell you it created a whole new type of player, vultures.
The biggest quest at the time ended with you fighting a big green dragon (Elvarg). The dragon was behind a door and as long as you hadn’t beaten the dragon you could open the door to the dragons lair.
Outside the door were a bunch of skeletons and demons meant to make the area a challenge to get to, however many high level players camped in the area for XP and loot. So the skeletons and demons were constantly under attack and the area outside was actually pretty safe. In fact whenever someone went in to fight the dragon most high level players cheered them on.
Well more often then not, those players died. When they died, as the article mentions, they lost almost all their gear. Usually keeping their weapon, body armor and leg armor, but dropping their helmet and food. The loot would fall to the ground and sadly the high level players on the outside were unable to open the door and retrieve it (since they completed the quest already and the door was locked for them). So they had to watch the loot despawn.
Enter the vultures. Run into the battle area after someone failed to kill the dragon, dodge the drag itself, and try to scoop up as much loot as you could. I forget if you could use the door to exit or if we teleported out.
Was it the most efficient way to make money? Probably not. Was it fun to run around a dragons lair? Absolutely. Did it suck when you were the one to die and have your loot picked by other vultures? Such was the nature of the game.
In the long run the modern death mechanics are probably better for the game as a whole, but sometimes chaos is just more fun.





SimpsonsFuturama did it.