Death Penalties

Hope you guys like this idea, just remember me in beta : )


How can you deal with death penalty and at the same time make it fun to deal with?

Every time you die, you add to a death xp bar.
Once you reach a certain level of death xp.
Certain things will happen.

Some ideas and not in this order. I let the Devs decide when and how much dept is needed for the following;

1) Run speed % loss
2) Damage % loss
3) Attack speed % loss
4) potions modifiers % loss

Only way to clear the death xp is to do the following;

1) Killing mobs.
2) Buying potions that clear xp dept, (this could be $$$, if you like).



Luisagos
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tpapp157 wrote:
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Lino wrote:
That being said, however, I still think that the suggestion with the underworld/party revival would make the game much more unique than its counterparts.

There was an FPS that came out about five years ago called Prey that had a similar mechanic. When you died you went to a spirit world. The goal was to shoot as many of these spirits that would fly around as you could before you got sucked into a vortex. The vortex would put you back in the real world at the spot where you died. The more spirits you killed in the spirit world then the more health and energy you would recover when you got back to the real world. It was a very interesting game mechanic especially for an FPS.

Well, if we have to be completely accurate, the first time this mechanic was implemented was in Legacy of Kain: Soul Reaver - a really awesome game, btw.
Hey guys,

I wonder that everyone can talk freely here, it´s really good you have opened arms. It´s clear to me, that my word is not enough, but I have some suggestions to the topic.

The Diablo system - loss of xp, money, body is little bit meanless for me. I see on the other hand that some motivation system is needed.

If you suggest to have countless lives, there have to be some registrable change of life after death. What people loose after death? Contacts, relationships, bindings to material things. So I suggest this:
1) to loose fame
- harder to buy equip, everything will be more expensive, harder to make friends (mercenaries?), when fame is too low, no NPC behave friendly (keeping stash?)
2) to loose home
- if you mind some personal box, it can be empty after death/ personal things to be picked up by NPC, if enough fame
3) to hide the left estate to friend/enemy
a) equiped thing can be found somewhere on the place of death, or in some guarded chest (monsters patiently waiting on the place for your recovery are mindless) - not a body run, but equip run
b) thigs in the personal box can be kept by some friend/NPC until picked up
c) low fame = harder to gain stash/equip back
3) not to loose body
- seems to be odd to loose your body and have another body at the same time, if you die dozen times, do you have 13 bodies at the same time?
- resurrection includes soul and body, so I suggest to divide body from equipment
4) afterdeath subquest
- some players are harder to motivate, however you don´t want to disgust them, if they decide to play only with fist and to have extra fun
- fine way to motivate them is afterdeath subquest, what can be funny quest to gain their fame/equipment/xp/whatever back
5) role of death in game
- it is important to mind role of death in game, there are undead monsters, undead bosses, players die, friends die, NPCs die(?), is there an underworld?
- I suggest that death penalty should not be only negative way to motivate players. Death can sometimes be nice, surly it is deep emotional event in the normal life. I think the game should be near to our life, but in a nice way, and within it could be joyful, funny and interesting.

With best regards
Gudrun
this may have been mentioned.
but maybe, if you die, you lose the ability to find new items for the next 30 or so monsters you kill (not including uniques/bosses). that way the game play doesn't slow but you still don't want to die.

and instead of doing a gold-dropping system, have a system where you have to buy a certain magical item on town to put on yourself that prevents monsters from stealing your items (to get your gear back if you do a corpse run system). but the magical item that does that costs a fair amount.
Upon dying drop/exp suffer. Except on story bosses.

Title giving for being pk'd or slain by so and so monster.

Spawn a kill-stealing imp pet but doesn't give exp or doesn't cause loot to drop. Causes path blocking, summons monsters of no exp rate upon further death, etc. Goes away after another teammates or npcs kill it.

Get a b2p ad on the screen :P.
I think whenever a player dies they should have a death counter and basically every time a player dies too much without a period of break from dying the death counters will stack up which can reduce that character's ability to fight at full strength.

Weakening a player after death can be frustrating and annoying.
After you die to some group of monsters/boss you probably want to go back there and try a new strategy. If you've been weakened, you'll have to wait for the debuff to wear of which beleive me - is VERY unfair. It's basically like saying "You just died like a dog to that giant Infernal Hellord. Now we're going to make you weaker (by taking all of your good gear and/or debuffing you) so now it's even MORE impossible for you to beat him". In some cases it can be just unfair.
If it does get implemented, I think that you should penalize the player with a debuff after a certain amount of deaths. That's could be a great hint that the player's level is just too low for the encounter in question.
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Lino wrote:
If you've been weakened, you'll have to wait for the debuff to wear of which beleive me - is VERY unfair. It's basically like saying "You just died like a dog to that giant Infernal Hellord. Now we're going to make you weaker (by taking all of your good gear and/or debuffing you) so now it's even MORE impossible for you to beat him".

GGG is not responsible for your death. You are, but you're playing a victim.
"I am The Banisher, the ill will that snuffs the final candle." - Seal of Doom (MTG)
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tormenta wrote:
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Lino wrote:
If you've been weakened, you'll have to wait for the debuff to wear of which beleive me - is VERY unfair. It's basically like saying "You just died like a dog to that giant Infernal Hellord. Now we're going to make you weaker (by taking all of your good gear and/or debuffing you) so now it's even MORE impossible for you to beat him".

GGG is not responsible for your death. You are, but you're playing a victim.

Tormenta is partially right. It's called a death penalty for a reason. The point is that you are frustrated by the consequences of your death. As a result of that frustration you become a better player.

That being said, I don't think debuffs are the way to penalize players in a productive manner.
Forum Sheriff
I really think that dungeons ought to have check points that you re-spawn at after you're revived. Rather then returning to town.

These are some of the worst death penalties in my opinion -

- Experience loss - Why make this game more frustrating then it needs to be? Leveling and grinding is already annoying, don't make your game suffer by making experience loss a thing that happens to the player. It's very painful.

- Weakening Debuff - This is actually a pretty pointless penalty. If someone dies do to a hard situation maybe they just need to change their strategy, but making them weaker for any amount of time will just encourage players to stop playing until the debuff is over, you shouldn't be encouraging players to stop playing.

What I think is a good death penalty -

- Durability loss on items - In this way the player is forced to keep their equipment in shape and it adds a gold sink that will help the economy.
Happy Days Abound.

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