Death Penalties
Orb of revival vote here.
However I'm not too fond of the "higher orb of revival" It does not fit into the drop equations we have now that the first mob in twilight strand can drop any orb. Orb values scale with level. With this I would also support a death penalty on normal difficulty as well. Mainly for the same reason as stated before. All orbs are useful at all levels. I would like to see this deviated as little as possible. However I would also understand if Orb of revival becomes a 2nd difficulty on item. |
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" Okay new idea: U can create a Higher orb of Reviving when u put 3 normal Reviving Orbs together. Or every lvl 90++ player must use 3 orbs For example: Lvl 1-80: The Player only needs to consume one Orb to evade the Exp Penalty lvl 81-90: The Player needs to consume two orbs to evade the Exp Penalty lvl 90-96: 3 Orbs lvl 97-100: 4-5 Orbs I have to criticize my own idea. If the orb would work from lvl 1-100 the orb would be to good for high lvl players or would be to rare for low lvl players. I think to increase the consumption by a higher level would be a good idea :) I would like to have a dev reaction about this idea xD Here the first post about this idea, for people who did not read it and can´t find it.
Spoiler
"Orb of reviving
When you die you can consume the Orb and you will lose no exp. After the Death there is a screen where the player can choose between "Use Orb of reviving" or "loose EXP" The orb should be really rare and players, which plays good and doesn´t die can trade their orbs for other good things." IGN: kReiZy Last edited by sYkoDe4d#0481 on Jul 21, 2012, 7:33:04 AM
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I'm new here, so I don't know if this discussion is still relevant. But anyway...
" This is an excellent idea. As for the bonus, I'd suggest a bonus to magic find (or whatever it's called), since that would be really nice to have, but missing it wouldn't hamstring your game. |
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" Depends on which rewards you mean. Something like increased drop rate? |
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tbh adding death penaltys to a game sucks balls.
see what happend to Diablo 3. they raised the repair costs. ppl are still complaining and they should be. adding a penalty is destroying the game play for a simple game wich makes it NOT fun to play anymore. same like the elit packs in diablo 3. some are retarded hard on inferno so you only die and cant pass them. if you have this here to ... |
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" Agreed. But it is good to have a small reward for not dying. But this should not greatly affect the gameplay like in d3. In d3 without Nephalems valor you CANT get good items, so your loot depends on this buff Last edited by bender1305#4462 on Jul 28, 2012, 7:16:55 AM
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" So different can be the perception of things... D3 is the best example, why a death penalty is a necessity. The game started out with nearly no penalty at all. And cause of that people started to do builds with no survivability at all. If you're hit, you're dead. Dealing damage is the only thing, that mattered. Clearing an area by dying over and over again was a viable strategy, so that even ridiculous difficulties where percepted too easy. There was a great disappointment, cause blizzard claimed, inferno difficulty probably will first get beaten after month of gameplay, and it was beaten within the first week with those strategies. And still, even though dying nearly had no drawbacks, people complained so much about being killed one hit, until blizzard nerfed their difficulties way down. And that is the main problem, why a penalty is a must. If you don't have one, there is no way to scale a game to an acceptable difficulty. If there is one, and you are able to beat a difficulty, it feels much more rewarding to be able to do so. |
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If you die you lose exp and 1 toe. If all your toes are gone your run speed will be decreased by 50% for 1 hour.
I can see this happen, most of you not:( IGN: Smashed
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I support the idea for rewards/bonuses for not dying in an area. Maybe this bonus could stack for every area you pass without dying, until you die. Maybe the bonus should be something like "You gain % chance to find rare currency/items/support gem each time you CLEAR (kill everything) in an area. This bonus stacks until You die." I think that would be perfect for the default league.
IGN: Snowblaze
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the death penalty currently in place in the upper difficulty levels has a serious flaw:
the games latency has on more than one occasion created Teleporting mobs which strike the killing blow on the character. losing 10% of your level when you simply get yourself killed may seem fair overall but the game far too frequently has some kind of lag be it server/game/ISP/pc lag its pretty much a drag having your hard earned XP removed for reasons out of the players control. this is an issue the devs can't test in house so to speak because you don't have the same latency issues people around the world will. having just had the leaping bandit boss kill my character 4 times in a row to lag letting him appear on top of me without any jump animation(as well as being off screen at the time)taking over 50% of my life then to hit/kill me as I try to heal & evade. out of 64% of my level lost to this boss the 40% lost to game lag (I was at the time playing on a 54mbs connection so it wasn't my end not keeping up) REALLY sucks! I'll take my lumps for the rest having to workout the best strategy which worked fine only to have him teleport to me at less than 5% life left and get in killing blows again and again and again. you might want to rethink the heavy xp loss until the game runs a bit more lag free. |
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