Death Penalties

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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.

:), easy and effective i think.

What you think?



If its strictly damage reduction against mobs, its fine.
But it shdn't be againist other player (PVP situation).

In the free-for all mode (open world), i would suggest have their ranking demote/reduced. In short, there should have some ranking for those type of players. This would also serve a table for ppl looking "out for blood"



Perm. Retired from this unforgiving land of the Exiles.
Self-impost EXILED.
I liked how Sacred2 used its death penalty.. The longer you stayed alive the higher the survival bonus became. The higher that bonus the better the loot!
From what I have heard (before the global chat was segregrated into difficulty levels) the XP loss for a high level character in merciless was penalty enough. IIRC, for the top players a single death meant an XP loss that could take several days to recoup.

"I liked how Sacred2 used its death penalty.. The longer you stayed alive the higher the survival bonus became. The higher that bonus the better the loot!" <-- I do like this idea quite a bit. A character that had never died could recieve a slight MF, damage, survival bonus, and characters that had died might receive a slight bonus based on how many XP bars they have accumulated since their last death.

This would have the advantage of giving hard core players an inherent bonus, but not one that a non-harcore player couldn't obtain by never being killed.
PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910
EDIT: Removed this post as I felt it was a subject not actually related close enough to the topic of the thread.
"I feel the ability to profit from another man's war is all fair in a cut-throat world."

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Last edited by deldalton#5715 on Apr 11, 2012, 6:29:41 AM
If you die in the default league, I think that you should either (and these ideas are not in order of preference) ...


1) Turn into a ghost. You would then have to either: a) run to town to be "revived" or b) be revived by a party member.

In either of the choices above all your items would be left on your corpse. You would then have to retrieve all items from your corpse. This would mean that if you returned to town you would have to get back to your corpse, where ever it may be.

One single click on your own corpse will return all items to their previous spaces in your inventory or on your character (this would save you picking up each item individually).

Getting back to your corpse is an unfortunate task, especially as you may not have much equipment.

Perhaps it would encourage people to use the stash not just for collecting items (I've never cared for collections anyway) but to build up additional armour and weapons and/or currency in preparation for this unfortunate event.


2) Be sent to "the land of the dead" or "hell". You would then have to fight your way out before being returned to your corpse.

This has been mentioned by at least one other person, and I really liked the idea.


They're the two death "penalties" I would like to see. They're just basic ideas and there is room to play with them a little, I think.
"I feel the ability to profit from another man's war is all fair in a cut-throat world."

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Take a leaf out of Blizzard's book. When you die you leave your corpse behind. You can add an XP penalty (something brutal if you choose not to retrieve your corpse).

But also remember that in D2 you left your stuff at your corpse too... Plenty of things to do with that concept.
IGN - PlutoChthon, Talvathir
Well... death penalties can be frustrating, but not having them is worse!

Dieing is already a waste of time and because of this can be really frustrating, so adding a debuff that forces the player to waste more time is not a good option.
Something like having items damaged and paying repairs, having to pay a low amount of money(in game currency) in order to revive, or paying for teleporting instantly on the death spot, would incourage players to pay more attention and die less.

Unfortunatly my brain is not working as it's full capacity at the moment since I've slept only 3 hours yesterday and worked 10 hours today. But if I have any sensed idea I'll post it right away!


Peace! :)
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ZoSoSwiM wrote:
I liked how Sacred2 used its death penalty.. The longer you stayed alive the higher the survival bonus became. The higher that bonus the better the loot!

I totally agree. Don't punish the player for dying, but reward him for surviving. Still, the death of a character shouldn't be something to take lightly. "The land of the dead" or something like that, as a short "dungeon" based on some special rules (you can't die in it, but if you don't make it to the finish in a certain time ... add something semi-annoying that doesn't feel like a punishment ...
maybe with a "Cerberus" at the end, if you kill it you get a part of your MF bonus back, so you actually get some "reward" for defeating death?
What about leaving a bit of XP and Gold behind as some sort of bonus treasure for the conquering monster, you or anyone then gets it after they kill said monster.

So if the monster kills you, you leave behind for example 10% of XP and gold, if you go back to kill the monster, it drops this treasure for you to pick up, if someone else kills the monster they can scoop your treasure and XP from you.

Or if you are playing Co-op if anyone in your team kills the monster then your XP and treasure is returned to you.
.....And that's all I have to say about that.
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TheBigMIck wrote:
What about leaving a bit of XP and Gold behind as some sort of bonus treasure for the conquering monster, you or anyone then gets it after they kill said monster.

So if the monster kills you, you leave behind for example 10% of XP and gold, if you go back to kill the monster, it drops this treasure for you to pick up, if someone else kills the monster they can scoop your treasure and XP from you.

Or if you are playing Co-op if anyone in your team kills the monster then your XP and treasure is returned to you.


Gold? PoE doesn't have gold rather just a barter based system.

As for Death Penalities I see no issue with having anything more then just a percentage based XP penalty that can maybe scale from multiple deaths. Including De-Leveling.

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