Death Penalties

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vahss3 wrote:
weakening effects greatly discourage players .


like others i would prefer to see a +magicfind survival bonus rather than a death penalty .


agreed

Not sure if feedback is still taken here, but a regular xp loss, while boring and punishing to some is enough to deter you from careless decisions at a higher level.

I do like the idea of a MF bonus for surviving though, but it should be something small. Could be alongside a regular xp loss.
IGN : Jovial
I really do think online gaming has a better future with reward for playing without dieing. If i lagged and died, I would be sad about losing a MF bonus, I would be frustrated/angry if I died. Unless ggg devise a way to detect if someone dies from being online related problems, i don't see a way around this.

I have a strong opinion on this as I have lag problems
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ac429 wrote:
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Chris wrote:


Do you guys have any ideas for how we can handle this in an interesting way?


Introduce permanent injuries. They can only be healed through a new orb, "orb of healing". The orb of healing should be about as rare as an orb of regret. This way, death's effects are reversible, but very costly. But you could go back to the fight with injuries, if you wanted to.

Normally, every time you die you would get one injury. "broken right hand" would mean lower attack speed. "concussion" means lower max mana.

To make it harder, you can get more than one injury per death.

To make it harder, you can have multiple penalties per injury. "broken left had" means slower attack speed, and lower cast rate, and lower max hp.

To make it easier, you can make it so you could get an injury upon death, or you might not.

To make it easier, upon death, you can roll an injury, and if the player has that injury, no new injury is given. This way, a player has a limit on how many injuries they could have, and the more injuries you have, the less likely you are to get new ones.

To make it harder, make the orb of healing heal a random injury. Conversely, to make it easier, let the player decide which injury to heal.

I think this will add an interesting variability to the game. Players are also forced to think about whether to heal an injury, or to live with it. Plus, this adds to the grit of this game, of which there is already a lot.

Finally, you can use different options in different leagues. You can even have a novice league where injuries do not occur.


+1

This game is all about trade items in place of currency. I'd love the idea of playing through the injuries. You could allow them to heal over time or have them require orbs etc. It would also allow you to have a new league in between hardcore and normal where you are only allowed to heal these injuries naturally. Reach X limit of injuries and you are dead forever.

That said in normal difficulty the current system works well. You can lose XP to a certain limit (down to your base for that level). These losses basically tell you to think about your play style, gear or build. If you want to test the waters in a "new" zone then you need to perhaps level up to your base xp of a new level first. Heck I did this on the way into Maelstrom.

Still, I'd love to see the injuries introduced.
IGN: Annassassin
When you die: A hired man comes to your house and beats the shit out of you.

When I heard about cutthroat league I had a vision of a place, and in that place I saw a man, and in that man I saw my sword, and in my inventory I saw his loot
Considering the current mechanic which only ends with loosing xp, this should be raised into this way, since we won't have the fourth difficulty anymore;

Normal: 5%
Cruel: 15%
Ruthless: 30%

xp loss sounds quite fair.
"This is too good for you, very powerful ! You want - You take"
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BrecMadak wrote:
Considering the current mechanic which only ends with loosing xp, this should be raised into this way, since we won't have the fourth difficulty anymore;

Normal: 5%
Cruel: 15%
Ruthless: 30%

xp loss sounds quite fair.


Lose almost a third of your gained experience in ruthless? Nobody would ever get past level 45. It would be D3 Inferno all over again with people hitting a brick wall.

Rewarding gameplay to me:

-No XP loss
-Staying alive grants quantity and rarity bonus(small increase per Blue named monster kill)
-leveling from 1-80 relatively fast with remaining levels being a bit of a grind

The thing is, I really see no need to work on a single character for a super long period of time. That sounds like it would get kinda boring. You have all classes to play, and many different builds to experiment with for each one. The developers should be promoting the ability to get each of their characters to a relatively high level in a reasonable amount of time. This would also help promote the use of the cash shop.

3-4 Months to develop each character the player makes to 80 with the option to try to max them for the long term sounds fun to me.
Last edited by Kirisute_Gomen#2880 on Jul 1, 2012, 7:16:04 AM
My choice would be to use the everloving KISS method for death penalties. Keep It Simple Stupid... :)

In saying that I will admit my gaming skills are mediocre, so I may have a bias. However I still managed to level 3 D2 characters to 99. One thing I did NOT do in all three cases was to have to play in a less hard area. Such was the gaming experience of my friend and she died even more.

Why?

Character guides! use them!!! (BTW your builds of the week are awesome.) I found all my own stuff, died numerous times along the way never having to go back an act or difficulty. Which is another thing that turned me off of D3, being told to stay in a less harder area.

That is why I would suggest to just go with a death penalty PERIOD. Naturally, balancing it is crucial. Edit: It has to be sizeable enough to make a distinct difference, but not cross the line where it will break a players STUBBORNESS. :)

In my own experience as someone who also needs to be creative for a living, customizing classic/antique cars and trucks. There is a complusion to put a lot of things into your creation, but numerous years of experience have taught me to remind myself of one very important principle in the decision making process. Less is More. Which ultimately I find more memorable by thinking about it as a KISS.
Last edited by Baskerville#4255 on Jul 1, 2012, 12:35:25 PM
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Kirisute_Gomen wrote:
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BrecMadak wrote:
Considering the current mechanic which only ends with loosing xp, this should be raised into this way, since we won't have the fourth difficulty anymore;

Normal: 5%
Cruel: 15%
Ruthless: 30%

xp loss sounds quite fair.


Lose almost a third of your gained experience in ruthless? Nobody would ever get past level 45. It would be D3 Inferno all over again with people hitting a brick wall.

Rewarding gameplay to me:

-No XP loss
-Staying alive grants quantity and rarity bonus(small increase per Blue named monster kill)
-leveling from 1-80 relatively fast with remaining levels being a bit of a grind

The thing is, I really see no need to work on a single character for a super long period of time. That sounds like it would get kinda boring. You have all classes to play, and many different builds to experiment with for each one. The developers should be promoting the ability to get each of their characters to a relatively high level in a reasonable amount of time. This would also help promote the use of the cash shop.

3-4 Months to develop each character the player makes to 80 with the option to try to max them for the long term sounds fun to me.

30% could be a bit too harsh indeed, well make it 25% so, but not lower than this, cause you are on the hardest difficulty and you should pay the price once you die. XP loss will always be there i think if not the current numbers but tweaked. What i think is current xp loss ratios are at joke level, and don't seem to punish the player, but tickles :)

Also as far as i know GGG already against a system that rewards the player the longer he/she stays alive, cause staying alive is already a reward itself, it needs no additional intervention, which i concur.
"This is too good for you, very powerful ! You want - You take"
Last edited by BrecMadak#3812 on Jul 1, 2012, 12:34:30 PM
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BrecMadak wrote:
Also as far as i know GGG already against a system that rewards the player the longer he/she stays alive, cause staying alive is already a reward itself, it needs no additional intervention, which i concur.


The following are equivalent, imho:

- penalty for death, no penalty for longevity
- no penalty for death, reward for longevity

For example, for each full level of increase that you avoid death, you could gain a small % exp increase (e.g. 5%).

This is a reward for longevity, and in this system the penalty of death is "not getting the reward".

Ultimately, it comes down to whether (a) you want to take away from a player something they have already obtained (penalty on death), or (b) take away the opportunity obtain something (reward for longevity).

Typically, people are more averse to loss, so a death penalty will feel more severe.

It's important, though, that any system completely avoid the mechanic of tedium (e.g. corpse runs). The player should be able to jump straight back into the action to redeem themselves, perhaps subject to some kind of 'fatigue' that temporarily decreases stats.

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