Death Penalties

i wouldnt like, if there came death penalty in this, just like in d2, you die lose all gear, rejoin and take it at stash, and there isnt gold, so i dont rly find a use full reason for this death penalty
I consider this game an art form, a lifestyle and a sport.
I am not a fan of systems which lets you lose something when you die. I would prefer a system which slose you a little bit.

For Example: When you die you will get a buff which reduce the gained xp for your character and or your gems for lets say half an hour. When you die while you have this buff the effect is restored to its full duration with a higher reduction (stackable).

This system forces you to reconsider your tacticts or go back to get better equipment. If you don't do that and die some times in a row your XP-gain will be reduced to nearly zero.
Well, its just a good system for player under the maxlevel.
"
Galbors wrote:
For Example: When you die you will get a buff which reduce the gained xp for your character and or your gems for lets say half an hour. When you die while you have this buff the effect is restored to its full duration with a higher reduction (stackable).


I'd prefer a debuff like this too. It's absolutely detrimental to motivation to continue playing if a fixed amount of experience is taken from the player when they die. There should always be a feeling that you progress, no matter what the speed. Otherwise what's the point.

I get this feeling that people put up with the insane amounts of time to level up high level characters in MMO games, because they can see themselves having gotten closer to that next level after every session. If that progress was suddenly taken away and their entire session amounted to no progress at all, or even worse they have to start the whole next level all over again, I bet there'd be a lot less people playing the said game.

Slowing down a player's progress is ok. Taking the progress away completely on a whim is not. If one character gets stuck, unable to progress, what motivation would there be for the player to start another, knowing that it can end up just the same.
":D"

FFA loot = Single Player Game
"
HitmanN wrote:
Slowing down a player's progress is ok. Taking the progress away completely on a whim is not. If one character gets stuck, unable to progress, what motivation would there be for the player to start another, knowing that it can end up just the same.


That's what I wanted to say :) And in fact I just got frustrated in this moment because of the actual system. 4 gems were ready to level up, but I didn't match the level requierement. Now it happened that I always dieed two times in a row or so in the moment short before I could lvl up... very frustrating.
We agree on a debuff i think.
Gone are the days of systems that make you lose EXP at death and more to that if this lost exp was gained over a long period of time and is lost in a blink of an eye.

This game is amazing but not because the death penalties or the horrible FFA loot system.
It's amazing because of the unlimited freedom it offers in terms of builds and gear and skills.
Thing like death penalty and FFA loot is not what makes this game and GGG should know that.
FFA loot = Single Player Game
Last edited by silentman on Aug 31, 2012, 7:12:17 AM
I think enemies should get their health replenished (or a part of it if you are playing as a party)
Its simply lame to kill a boss while dying 10 times
"
MrLordCaptain wrote:
I think enemies should get their health replenished (or a part of it if you are playing as a party)
Its simply lame to kill a boss while dying 10 times


Last night I was playing the Act 2 last boss solo on ruthless. Up until that point my build had worked decently, but that boss one-shotted me every time with the laser attack if it hit. The only way I could kill the boss was to 'die-n-portal' like a dozen times. It wouldn't have helped if the boss needed to two-shot me, or probably even three-shot me, it would've been impossible to beat with anything but sheer luck of having the laser attacks miss me most of the time.

So if the boss regains its health, the difficulty needs to be brought down for solo play drastically. I would understand the one-shotting if you used active skills to skip the normal enemies, to get to the boss with inferior level, gear and skills. But if your build works fine to get yourself to the boss fight by defeating any normal or special mobs in the dungeons until then, your build and gear has to be good enough that the boss won't just one-shot you like that.

That sorta mentality is Diablo 3 inferno stuff, which made a lot of people quit the game. (I did too, but not just for the inferno stuff). I've loved Path of Exile (much more than D3) until now, but that boss fight gave me some serious flashbacks of D3 inferno, with the only exception that being able to defeat the boss by die-n-portal gave me an actual chance, unlike in D3.

I wouldn't object the boss dropping inferior loot if defeated this way though. I just want to be able to progress in the game. If you want to reward those who can do things the harder way, go ahead. They've earned it.
":D"

FFA loot = Single Player Game
I am not totally agreeing with the last speaker, but I think the essence is that sometimes you meet enemeies or groups (independent of your skills and gear) for which you have to be really lucky to defeat them without dying 2,3 times or even more.
Wants GGG say to us in such situation that we better have to wait for the next lvl up for not losing all our experience of this level? I hope no!
Certainly the bosses shouldn't be a cakewalk, but their difficulty should be established in some other way than just simply giving them attacks the player is unable to respond to, despite being otherwise adequate level for the area. Instead of a one-shot attack, give them a series of, say, four smaller attacks, each dealing 25% of the one-shot damage. At least then you'd have a chance to use a flask after a hit, throw in some skills or whatever.

It was pretty demotivating to walk into that room after dying, then before I even saw the boss again, I was greeted by an insta-kill laser of doom.

Basically, I'd suggest that high-damage attacks should be slow and dodge-able manually. Low-damage attacks on the other hand could be harder to dodge or even be certain hits, to establish some sort of requirement for DPS and defense to be able to defeat the boss.

Then again, it would suck to be caught in a bad-build limbo, unable to meet the DPS/armor requirement in a sensible timeframe to get past the boss. Making Orb of Regrets a bit more common drop could help with this. Right now if your build simply sucks, and you have no respec points and no way to trade for orb of regrets, you could need to spend hours just to get one respec point. That's not fast enough for anyone to honestly bother with, since a notice-able build tweak would likely require 10-20 respec points at least. Why would I spend like 20 hours grinding respec points so that I MAYBE can beat the boss I'm stuck at. I'm not gonna start a new character until I know I can actually get past the part I'm stuck at.

That's my view anyways, as a casual player. And honestly, I do like the fact that the passive skill tree isn't completely respec-able at any time, like in many other games. There's an actual need to think it out before choosing skills. On the other hand, it should be a little bit more forgiving of bad choices.
":D"

FFA loot = Single Player Game
Just now I died and lost about 20 minutes worth of exp, to something I had absolutely no control over. I was getting surrounded by the bird enemies at the ship graveyard, noticed I was taking a bit too much damage and proceeded to escape using Whirling Blades, I continued using the skill rapidly (due to high attack speed) and had used the skill about 4 or 5 times and was a good distance away from the enemies. Then I suddenly get teleported back in the middle of the enemies and pretty much die instantly.

Stuff like this alone is reason enough to NOT punish the PLAYER for what just happened. It's like just arbitrarily showing a popup on the screen saying "Random event! You lose experience."

While fixing lag issues is certainly important, there will always be players with connection issues, so you can't count on that solving this problem. Losing experience is a bad idea!

Honestly, if this happens to me again, I won't bother with the game for the foreseeable future. No matter how awesome the rest of the game design is (and it really is!), it's not worth wasting time over while potentially losing stuff instead of gaining it for the invested time.
":D"

FFA loot = Single Player Game

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