Death Penalties

Death penalty can be implemented via an additional stat.
Show a counter of sorts, I'll call it "Glory" for example.
Glory increases as you gain EXP. It's equal to a small percentage of total EXP gained. (0.005%?)

When you die, your Glory gets added to a cumulative amount, and the counter resets. You can spend the saved total on various character-bound vanity items. Hardcore characters get a bonus when they switch leagues, perhaps 5% of total earned.

To make it a real death-penalty, the Glory earned should have a slowly increasing multiplier, which resets every time the amount is banked via death.

Alternate names: Fame? Infamy?

Opinions?
Lady Luck Loves a Trust Fall
Last edited by Denninja#6883 on Apr 6, 2012, 3:15:47 AM
i think a 'true' death penatlity would be:

Damage (of magic / physical) is reduced by +10% each death within the next 5min from the last one.

Easy, working, fair.
The more you die, the less effective you are.

Death Penalty (Stacking Debuff):

'Your arms and legs feel miserable, your head hurts so much that you can not think. This causes your physical and magical damage to be reduced by 10%.

If you die again within the next 5 min, your damage is reduced by 10% more. Stacks up to 50%.
Over time, the effect vanishes the same time as it appeared.'

Dying the first time: 10% less dmg, lasts 5min
dying 3min later: 20% less dmg, lasting 2 min (the effect of the first death is gone after 2min)

In programming you will just need up to 5 timers starting at the time positions of death. After each timer is gone to 0, the player one multiplicator of the debuff is gone.

:), easy and effective i think.

What you think?
"
Denninja wrote:
Death penalty can be implemented via an additional stat.
Show a counter of sorts, I'll call it "Glory" for example.
Glory increases as you gain EXP. It's equal to a small percentage of total EXP gained. (0.005%?)

[...]

Opinions?


Good idea too, but its not a penalty, it is a reward :-)
quiete the same as in diablo 3 right now, that nephalem valor. good idea, why not implement!
"
Denninja wrote:
Death penalty can be implemented via an additional stat.
Show a counter of sorts, I'll call it "Glory" for example.
Glory increases as you gain EXP. It's equal to a small percentage of total EXP gained. (0.005%?)

When you die, your Glory gets added to a cumulative amount, and the counter resets. You can spend the saved total on various character-bound vanity items. Hardcore characters get a bonus when they switch leagues, perhaps 5% of total earned.



I like this idea but make it a death penalty to experience gain, not a gain from just normal gameplay. Then also add in item durability and a stat debuff and I'd be happy.
Summoning Zombies from Stone and Bone since 2011
"
Miaukuh wrote:
"
Denninja wrote:
Death penalty can be implemented via an additional stat.
Show a counter of sorts, I'll call it "Glory" for example.
Glory increases as you gain EXP. It's equal to a small percentage of total EXP gained. (0.005%?)

[...]

Opinions?


Good idea too, but its not a penalty, it is a reward :-)
quiete the same as in diablo 3 right now, that nephalem valor. good idea, why not implement!


That's what I was going for.
Players would try to get that EXP gain and maybe rely on it, losing their multiplier when dying would be the penalty.

What I don't like about losing regular EXP is that it's a setback no matter what; disconnect, lag spike, family, restroom, anything goes.
With a penalty to a bonus, people wouldn't feel like it's such a loss, because over-relying on it wouldn't be prudent by common sense.


"
Miaukuh wrote:
i think a 'true' death penatlity would be:

Damage (of magic / physical) is reduced by +10% each death within the next 5min from the last one.

Easy, working, fair.
The more you die, the less effective you are.

Death Penalty (Stacking Debuff):

'Your arms and legs feel miserable, your head hurts so much that you can not think. This causes your physical and magical damage to be reduced by 10%.

If you die again within the next 5 min, your damage is reduced by 10% more. Stacks up to 50%.
Over time, the effect vanishes the same time as it appeared.'

Dying the first time: 10% less dmg, lasts 5min
dying 3min later: 20% less dmg, lasting 2 min (the effect of the first death is gone after 2min)

In programming you will just need up to 5 timers starting at the time positions of death. After each timer is gone to 0, the player one multiplicator of the debuff is gone.


This looks plausible too, even somewhat "realistic".
+1
Lady Luck Loves a Trust Fall
Last edited by Denninja#6883 on Apr 6, 2012, 2:04:35 PM
Don't know if this has already been suggested, but i'd really love to see something to differentiate default players from HC characters that died and became default characters.

How has this anything to do with the topic? Well i want another death "penalty" for people who die in hardcore.
These characters, up to the point where they died, were "living" a very different life when compared to other default players. So i suggest something should indicate how the HD characters are "crippled" or "fallen from grace". Forgive me if i cannot put it into words very well.
Maybe make those characters have a slight hunch, 5% smaller size or a deathly pallor (slight gray filter over the toon).

Looing forward to feedback.
"
FullMetalMonkey wrote:
item durability


(I missed this part.)
NO, just no, that's horrible and you should feel bad.
That would ruin the good fact that there isn't any durability system.
Leave it for the pay2win mmorpgs, it doesn't belong here.
Lady Luck Loves a Trust Fall
I really quite like the reward system rather than penalty. I know it doesnt sound gritty/cuthroat or anything, but it would be fun. Increased magic find over time, reset upon death
"
Khodar wrote:
Don't know if this has already been suggested, but i'd really love to see something to differentiate default players from HC characters that died and became default characters.

How has this anything to do with the topic? Well i want another death "penalty" for people who die in hardcore.
These characters, up to the point where they died, were "living" a very different life when compared to other default players. So i suggest something should indicate how the HD characters are "crippled" or "fallen from grace". Forgive me if i cannot put it into words very well.
Maybe make those characters have a slight hunch, 5% smaller size or a deathly pallor (slight gray filter over the toon).

Looing forward to feedback.


This is a great idea.
I would recommend a ghostly gold/blue/green aura ard them, depending on which level they die.
This would indicate they are, well, may be a demi-god? in the default-league.
(Hardcore League = godly world)
(default-league = normal/human world).


Comment?
Perm. Retired from this unforgiving land of the Exiles.
Self-impost EXILED.
"
Denninja wrote:
"
FullMetalMonkey wrote:
item durability


(I missed this part.)
NO, just no, that's horrible and you should feel bad.
That would ruin the good fact that there isn't any durability system.
Leave it for the pay2win mmorpgs, it doesn't belong here.



Denninja is right, dura is not in the game. no point implement now.
Perm. Retired from this unforgiving land of the Exiles.
Self-impost EXILED.

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