Death Penalties

my opinions and suggestions. (without sitting here reading all the other pages)

Death should result in loss of exp %, and a random item drop (in rare cases two dropped items) (dont forget the instances are open for a time period after our death, so you can go back and collect your item or get a freind or party member to)

This should be applicable for every league, apart from cut throat.

cut throat league the exp % lost and items dropped should be at a higher rate.


in cut throat league (not sure if this is best discussed here)

Any player that has pk'd or hits another player should be flagged for a time period. in this time period if they are killed they loose all thier items including a huge chunck of exp, maybe extra stats too.

the person who kills a flagged player will not get flagged.

this will solve issues of greifing in cut throat league.




Also,

is their any way of activating normal mode and pk mode in cut throat. i dont want to accidently be hitting other players.

Last edited by produno#2610 on May 10, 2012, 7:48:53 AM
Instead of getting ported to a town you get ported to the start of the area and all dead enemies in the area respawn with no loot.

With parties a percentage of the enemies respawns. (4 players in a party and 25% respawns every time someone dies).
What about making a quest that will give a protection to that death penalty, 24hrs real time buff that will protect you from that penalty.
According to the player's lvl it will require different tasks. Ofc not to hard to accomplish since the player will complete the quest fast and yet not a "go and talk with" .

I've seen a lot of suggestion and I might be repeating but what about putting a "mark of death" on the resurrected player, a punishment for the failure that will make him gain less exp, gold or will decrease the items drop rate for X time.
It affects leveling characters and also "engame" ones since there mostly is the rush for better gear.

Those two combined will make it entertaining.

2poor cents and brgds,
Cathal
Two ideas from me,

I don’t die that often and when I do, I usually give up and log off for a break. As I see it, you don’t want to penalise people, or they will stop playing, but you don’t want them to get off scot free for dying.

Experience penalty makes no sense to me, as up until the point of death you have earned/learned. Even death itself could be classed as an 'experience'.

What I think therefore, is death should provide both a negative AND a potential positive effect.

The Positive: REVENGE
The player receives a temporary buff (with a timer that counts down). If the player is able to slay the creature that killed them before this buff wares off, then the player receives a bonus (increased loot drop/bonus exp/etc) or simply negates the following negative effect.

The Negative: SCARING
The player has essentially been killed and resurrected. Such an experience should leave marks!
Permanently reduce a stat by 1 point on death. This isn’t as bad as it seems, as for one skill point you get +10, and many many items have stat bonuses, but, die enough times and your character begins to feel the effects of having been battered/sliced/blasted/chopped/stomped to death several times!
I like the idea of death statistics being openly view-able,

not only is it embarrassing for the person who died, but it is also a great insight for the person who is viewing. From reading the stats the viewer could ascertain the threat level of the thing that killed the player. Enabling the player to be wary against said threat.
I think an amount of deaths being viewable by others would be a good feature.

I am agisnt negative timer penalties where your character is eaker for a set amount of time. It just ruins the flow.
Experience loss at higher difficulties is enough for me.
"
Xericor wrote:
Two ideas from me,

I don’t die that often and when I do, I usually give up and log off for a break. As I see it, you don’t want to penalise people, or they will stop playing, but you don’t want them to get off scot free for dying.

Experience penalty makes no sense to me, as up until the point of death you have earned/learned. Even death itself could be classed as an 'experience'.

What I think therefore, is death should provide both a negative AND a potential positive effect.

The Positive: REVENGE
The player receives a temporary buff (with a timer that counts down). If the player is able to slay the creature that killed them before this buff wares off, then the player receives a bonus (increased loot drop/bonus exp/etc) or simply negates the following negative effect.

The Negative: SCARING
The player has essentially been killed and resurrected. Such an experience should leave marks!
Permanently reduce a stat by 1 point on death. This isn’t as bad as it seems, as for one skill point you get +10, and many many items have stat bonuses, but, die enough times and your character begins to feel the effects of having been battered/sliced/blasted/chopped/stomped to death several times!



a positive for die'ing? thats just silly. you get enough skills ect to not die in the first place , let alone being rewarded for die'ing aswell!!

die'ing is a bad thing and should only have a negative effect.
How about making the "death" situation a little more realistic? I realize this is a fantasy game BUT it also incorporates lots of real life stuff to make it "feel right".
In the real world if a warrior dies he/she does not live to fight another day. So, do away with "death" and instead have a "crtrically injured" condition whereby the character winds up in a "rehab" scenario. Here his/her recovery is based on choices of how much money/property/experience he is willing to pay for his partial to full recovery.

Do you want to be a cheapskate and go back into battle only partially healed? OK,it won't cost you much BUT you will be placed back into play a good distance from where you were critically injured and your skills among other things may also timmed back. Are you willing to pay the price for fast full recovery? If so, then you will be back where you were fuilly healed and skilled.
Just an idea, but the personal player's choice of how he deals with rcovery could be an innovative twist??
Killdoc
Allods online had an amazing death scenerio that I will never forget.

When you die you go to see this guy.

If it is your first death ingame and you see MR ^ I almost had to change my pants myself. Everyone dies hangs here then they have to talk to the guy and they get ported back to the act they were on. For Hardcore players, you live there.
"
Vandro wrote:
How about a reward for not dying in an area? Increasing your magic find temporarily for example. That would be a good incentive I think :)


This is a great idea. If you kill all the monsters in an area then you get a short buff or increased loot. If you die, you miss out on this for an hour.

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