Death Penalties

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Allow players a one time chance to retrieve their body to regain some of the loss of xp. This gives people a goal instead of just "well I just lost several hours of grinding". It also helps bad server/internet/lag related deaths.


Not exactly ideal. People would just make fun of GGG for copying something straight out of Dark Souls.

Though I do love Dark Souls :D
IGN: Mibuwolf
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mibuwolf wrote:
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Allow players a one time chance to retrieve their body to regain some of the loss of xp. This gives people a goal instead of just "well I just lost several hours of grinding". It also helps bad server/internet/lag related deaths.


Not exactly ideal. People would just make fun of GGG for copying something straight out of Dark Souls.

Though I do love Dark Souls :D

The concept of retrieving a corpse to negate or diminish death penalty certainly didn't start with Dark Souls.

On topic, I love the death penalty in this game. I don't think it needs any further nerfing. Dying needs to have a penalty that hurts. Sucks when your toon dies because of desync or there's server lag or bugs but c'est la vie and shit happens. I like that this game isn't care bear city and although there are some things I would like changed this ain't one of them.
POE Serenity Prayer: GGG, grant me the serenity to accept the RNG I cannot change,
the courage to challenge any unbalanced content, and the wisdom to avoid the forums.
Mad: "Oh, it's simple and if you insist... I just think you're a dick. That's all."
QFT: 4TRY4C&4NO
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Phaeded wrote:
"
mibuwolf wrote:
"
Allow players a one time chance to retrieve their body to regain some of the loss of xp. This gives people a goal instead of just "well I just lost several hours of grinding". It also helps bad server/internet/lag related deaths.


Not exactly ideal. People would just make fun of GGG for copying something straight out of Dark Souls.

Though I do love Dark Souls :D

The concept of retrieving a corpse to negate or diminish death penalty certainly didn't start with Dark Souls.

On topic, I love the death penalty in this game. I don't think it needs any further nerfing. Dying needs to have a penalty that hurts. Sucks when your toon dies because of desync or there's server lag or bugs but c'est la vie and shit happens. I like that this game isn't care bear city and although there are some things I would like changed this ain't one of them.


No, but typically people reference the last game that had X feature.
IGN: Mibuwolf
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mibuwolf wrote:

Dying needs to have a penalty that hurts.


Why?

Why does dying in default league need to have a penalty that hurts?

I'm one of the people that can't stand the death penalty in default league. I literally do not understand why people want a penalty to dying when playing the game on the basic level, and by that I mean default league.

If players want a penalty system isn't that what hardcore is all about?

i want a penalty cause i dont want to just steam roll into situations knowing that my wrecklessness will go unpunished however i also dont want the death penalty so servere that i play the game on tip toes really slowly and dont go for the insane fights in fear of death.

15% flat exp is awful. In some cases thats a lot of farming and it really is a very very harsh punishment.

before people say its fine, let me say this. the people who choose to play hardcore. fine. those who choose to play softcore do so because they like to play a bit more actiony.

I could play HC. Id just take it slower and i'd build more defence and id assess every situation to the full and make sure i didnt die.

thats a play style and its fun in its own way

the playstyle of softcore shouldnt be the same as HC when you get to that high level where 15% means days of farming.

the playstle of softcore is to run in a bit more, be less careful... Otherwise if you plan on exceeding lv 85 you really ought to just play HC and not bother with softcore as at this point the penalties start to align.

suggestions: reduce the penalty to 10% of exp GAINED for that level(both cruel and merciless as the penalty scales itself anyway as you level). You're on 10% exp you die, you're now on 9%. You were on 90% and you died then ouch down to 81% but it isnt the end of the world. It would just make you more careful the closer you are to leveling up which is pretty cool.



Alternatively a new system of death penalty needs to be made imo. something like the game checks for the following items in your stash

alch, chaos, gcp, exalted, divine, regal, regret, scouring etc etc... (basically the orbs/currency items)

It picks a random one and deducts it by 1 or 5% of the total number of them you have, whichever is the greater. so you have 100 gcp and you die, you could lose 5gcp which is a suitable penalty youd want to avoid but its not crippling to progression like the current penalty is.

I dunno... this is just how i feel about it
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25six wrote:
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mibuwolf wrote:

Dying needs to have a penalty that hurts.


Why?

Why does dying in default league need to have a penalty that hurts?

I'm one of the people that can't stand the death penalty in default league. I literally do not understand why people want a penalty to dying when playing the game on the basic level, and by that I mean default league.

If players want a penalty system isn't that what hardcore is all about?


That's care bear mentality. Most people like a challenge and enjoy playing games because there is some sort of challenge to them. The challenge in a game can be weighed by the risk vs. reward aspects of the objective. If there was no risk, of what value is the reward?

There's also the more practical aspect designers have to consider of keeping people playing. If you could just bull rush all the content without ever needing to consider "grinding" to level up or get better gear then your engagement time with a game would be less than just running headlong into a room full of mobs because there is no consequence other than teleporting back into the same room to maybe die again. The trade aspect of the game would also be weakened because why bother trading when you can just keep grinding down your opponenet through multiple deaths? I know I think twice before rushing into a boss room on cruel and three or four times in merciless. If there was no death penalty, I wouldn't think once.

In my experience first players complain that death penalties are a too harsh so they should be dropped because it's already hard enough to get back to where they died to continue progressing. Then they complain that it's too far to go to get back to where they keep dying so can they have more waypoints. Then they complain that it's too hard to find the waypoints because they keep dying so can they have some saved checkpoints at key locations. Then they realize they're playing D3 again.
POE Serenity Prayer: GGG, grant me the serenity to accept the RNG I cannot change,
the courage to challenge any unbalanced content, and the wisdom to avoid the forums.
Mad: "Oh, it's simple and if you insist... I just think you're a dick. That's all."
QFT: 4TRY4C&4NO
Death penalties would be fine if there was 0 desync and melee wasnt so badly skewed in this game.

That isnt the case so death penalties are in no shape, way or form, fine. Im pretty sure the only thing they are accomplishing at present is driving people away from the game.
how about this,

You start with 3 free lifes - like a cat but only half of it ;D - For every 10 levels you get a free life. If the lifes are used up you either die permanently or suffer exp loss on death.

You can also implement other methods to get free lifes like unique maps with a special boss to defeat, or just lifeorbs. If you reach lvl 100 you can sell those ;D
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MangoXL wrote:
how about this,

You start with 3 free lifes - like a cat but only half of it ;D - For every 10 levels you get a free life. If the lifes are used up you either die permanently or suffer exp loss on death.

You can also implement other methods to get free lifes like unique maps with a special boss to defeat, or just lifeorbs. If you reach lvl 100 you can sell those ;D


Ideas like this are creative, pulling archaic and ridiculous penalties out of your ass is not.

Seriously, no one on the dev team could think of something more interesting or fun?
After 128 pages of discussion I should know better than to post. I will anyhow...

I do not have the best computer in town. I am not next door to the servers I am playing on. I do not have desynching issues very often at all.

I have died exactly ONE TIME to desynch, and it was probably my fault. (I should say here that I have played this game pretty close to every day for about 8 months now). I was in a race and ran by hordes in the submerged passages, only to start seeing my life go down with no mobs around......I eventually got rewound to the middle of a monster pack with no chance to survive. I no longer blatantly force my way through mob packs.

This may all sound holier-than-thou or otherwise discouraging, but it is the opposite. Many others have also pointed out things and ways to *cause* desynch. You may want to try to avoid those things if you are averse to a death penalty. The developers also are of the impression that this is an important issue that they are continue to improve. All good news!

The bad news is.....if you die enough that the death penalty is bothering your game play, then you have a problem. Your problem is either in your build, gear, and/or strategy. I guess there is the off chance that your computer or internet connection is seriously subpar. In which case, I am sorry =/

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