Death Penalties
" Agree on this, keep the exp lost, but lower the % lost | |
So many retard ideas what I fell reading all this shit is .
1. WHat the fuk this guy is thinking inventory drop on death MOst retarded idea ever stability of this server sucks so you probably will lose all u farmed shit . You might say if you DC disconnect then it will be teleported to town well ok then it is safe but then what is it purpose NONE EPIC FAIL 2. I have a felling that I read some ideas of some completely retarded kid that has 200 kg and he is so bored of siting and playing games all day that he decided to fide some chalange in this game EPIC NO LIFE STYLE 3. The purpose of game is to have fun idiots why you try to make this game into an complete shit where only kripp and 100 plus minus people will play. 4. Realize already it impossible to make such game for a long run no way. Even blizzard know this and they make big expansion every year. But to make game for long run by making it MEGA RETARDED NERD NO LIFE SHITTY STUPID HARD CORE is stupid...because it is not fun is not cache SO the last thing I want to say is that if G.G.G will listen to it community thsi game will be fuked hard it allready looses rating mmorpg.com rated it with 9.x 5 days ago now it is 8.x game is going down because easy going peopele reached act 3 and finished it and realized that thsi is all .... last thing I want to say GGG dont listen to your community compre process of other mmo game what they offer how they died because community ideas are just retarded | |
rather than xp lost id like to see a reduced xp earned debuff for how ever long or what ever percentage.
on default league i dont want a penalty for being a casual gamer, no character respecs is retarded enough. the guy tarause has the right idea i think. Last edited by dragonslayer667 on Feb 9, 2013, 5:08:07 AM
|
|
There is no penalty for being a causal gamer. There is a penalty for dieing (shocker).
Dieing sucks in basically any game and it needs to suck in this one also or it would simply be too easy to play it. Suck it up people seriously. Do you not realize what no exp penalty would do to the game???? Standard Forever
|
|
" it would make it actually enjoyable? if you want to go hardcore... play on hardcore. i personally stopped playing because of it. Server instability, Lag and other unpredictable problems which are still way too common with these penalties are way too harsh. nothing better to lose 90% XP in a few minutes... thats a lot of hours work. PS.: the don't die phrase is not a valid argument. Last edited by Sikab on Feb 9, 2013, 9:23:26 AM
| |
Im all for the xp loss, but 15% in merciless is a bit much, like someone said above me, 15% at that point takes forever. 10% while not much less, seems a bit more reasonable to me.(5% cruel)
I know, i know, this game is for the hardest of the hardcore, suck it up wimp! Well im no casual gamer, and I live for complex games, but im also an adult, who works 50 hours a week. I plan to get my characters to the upper end of the lvl curve, but sometimes, you just die. Hell i died 3 times on piety in normal on my melee character(quite an eye opener, i thought I had plenty of defense). Obviously on my ranged characters its a different animal, but still, i will die. I dont play hardcore for that reason. I'm too attached. 10% is still plenty to make cautious and make the game tense. | |
I think current system is perfect as is. When i die at higher levels on softcore i want to feel like I dont want to do that again. However I suppose you could make a "Casual" Server where people who do not wish to suffer any penalties against them when they die could go.
|
|
lol @ all the scrubcore kids crying about 15% penalty. how bout you learn to build a character and stop going all out dps?
| |
Death penalties are difficult in a game like this. In most games, dying is annoying because it kicks you back an arbitrary length of gameplay and you have to do stuff over again. However, ARPGs are designed in such a way as to throw you straight back into the action right where you were very quickly, so this doesn't work.
Currently, I think the experience penalty does it's job - it makes death undesirable, meaning people have a motivation to build something other than all-out damage and throw their infinitely spawning self at every challenge until it eventually runs out of hitpoints as bodies stack up around it. The only problem with an experience loss is...well, it's dull. It's functional, but uninteresting. Perhaps the answer lies in adding incentive to staying alive, rather than incentive to not die. The difference is subtle, yet meaningful. An interesting way to handle it that keeps with the game's current design philosophy would be to give, for example, a stacking buff of potentially infinite duration that stacks with every monster killed, and gives an almost infinitesimal boost to experience gained/item drop rate/both/whatever, capped at a value that seems sensible. If you die, you lose the buff and have to regain your stacks. This still imposes a pseudo-experience-penalty (The potential experience you could have gained if you still had your stackable buff) without taking away what a player has "earned", which usually only serves to upset a player. It would also make death irritating, and undesirable. It is possible that if the buff gave an experience bonus, some tweaking of current experience rates would be required in order to give a progression speed that is similar to the current rate for an "average" player. I'm not sure how much information GGG has on how often players die, and at which levels. Sounds like something that needs an Excel spreadsheet. | |
" Ironically the Hardcore Ladder is more casual-friendly (in terms of time investment not skill) than Default as it's easier to stay ranked. People can put in 3x your hours and still not surpass you on the ladder if they are reckless/bad. "I don't have time to reroll when I die" is an admission of defeat, I would wager if they had more time to play they still wouldn't play hardcore because the problem lies not in their free time but in their attitude towards the game. |