Death Penalties

Instead of an XP loss you could add an XP Freeze on death, where for x amount of time XP can not be gained unless the zone is cleared that you died in.

This will stop progress from going backwards but still give incentive to try and stay alive, worse comes to worse the player will have to farm for gear before trying to progress without XP gains. (Half of what they will likely need to do anyway)
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faytless wrote:
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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?


Well I would like it to be more D2.

Lose the same amount of XP and all equiped gear on death and get half of the XP and your gear back if you reclaim your corpse. Was always fun to try to get to your corpse without dying again, but since your best gear lied right next to your corpse it was thrilling to get their.

But I really like mechanics that motivates you not to die even in softcore. In D3 I didn't care about death at all before hitting inferno with the harsh repair-cost and even there I normally didn't cared that much, since it wasn't such a big penalty even for ilvl 63 items.

In PoE I just hate dying and I'm totally thrilled if my HP globe empties exspecially while almost next to a lvl-up. After you hit about lvl70 it really makes no difference for me if hard- or softcore, since death is really punishing if you haven't leveled up shortly before. And death should be punishing. I noticed that my squishy shadow dies fairly easy to small lag-spikes since he only has about... I think 600 HP + about the same amount of ES in Merciless, which isn't even remotely enough, but lag is really rare and desyncs are easy to notice and I normally do a quick retreat and wait for resyncing. Still most of the deaths fall under the case of own failure and I really hate it (which is why I made the char that squishy in the first place, because you are more willing to avoid hits, because you would not survive them and it improves the play with more tanky characters, which could tank some hits but should not do it).
I honestly hate the death penalties, they serve no purpose other than as a fuck you to the player.
This is even more aggravating when the game feels designed to be as cheap as possible to melee characters.



So yeah, what does the current 6% on cruel, whatever % on merciless actually accomplish? It sets the player back, it pisses him off and that's it, there is no positive here, it's just annoying, it doesn't teach him anything, just forces him to grind a bit more before a level up.


I don't die too often but when I do it's really obnoxious to be set back in experience, if a player is dying because his x or y is too weak, the game shouldn't further punish the player by making his leveling slower so he can't reach the next skill without going back a few zones and grinding it out.









Seriously, what is the point of punishing people for dying in default league? Diablo 2 is fair ,dark souls is fair, they give you a chance to correct your mistake and get your corpse back. In POE if you want to play the game without having spreadsheets at hand and constantly trading for optimal builds, you're going to die, and it's going to set you back which won't help matters much. It's just a stupid system, hardcore is for people that want death penalties, softcore is for people that want to enjoy a challenge with friends, not watch as one guy falls back on experience because he died two times at a boss.
Last edited by Xeriel on Feb 16, 2013, 9:25:03 AM
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Xeriel wrote:

I don't die too often but when I do it's really obnoxious to be set back in experience, if a player is dying because his x or y is too weak, the game shouldn't further punish the player by making his leveling slower so he can't reach the next skill without going back a few zones and grinding it out.


Ok, so, what you are saying is.....no matter how weak your character or strategy is, the game should not give you feedback to indicate such shortcomings. Instead, any character of any quality should progress as fast as any other character?

Being unprepared brings undesired results. This is quite essential to any game of value.
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Laellu wrote:
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Xeriel wrote:

I don't die too often but when I do it's really obnoxious to be set back in experience, if a player is dying because his x or y is too weak, the game shouldn't further punish the player by making his leveling slower so he can't reach the next skill without going back a few zones and grinding it out.


Ok, so, what you are saying is.....no matter how weak your character or strategy is, the game should not give you feedback to indicate such shortcomings. Instead, any character of any quality should progress as fast as any other character?

Being unprepared brings undesired results. This is quite essential to any game of value.



Here's the thing, most of the time when I die, it's not because I did or didn't do something, it's because the game threw stupidly high damage at me and I just died in one hit because I had the audacity to pick a melee duelist in a range class game.


I have the best gear I managed to get/enchant, I'm using relevant resistance rings, high armor stuff, I have ALL of the health nodes I could possibly get, from both the marauder and ranget tree, and I will still die every now and then because the game essentially says fuck you and oneshots me.


And then I get punished by being set further back behind my friend who is a range class, who naturally never dies because he's ranged...so I have to grind, and grind. It's annoying, it doesn't teach anything and most importantly it makes me slowly start to hate the game. As i said above, diablo 2 and darksouls are fair, if you die you can beat whatever killed you and recover your stuff, here, here you just get set back and then have to grind for half an hour to get back where you were.


I don't know about you, but I don't have time to constantly grind for experience because the game punishes you by wasting your time. Strict death penalties should be for hardcore mode which I have no interest in playing. They really shouldn't punish softcore this much if they actually expect people to stay playing the game aka give them money over the long run.
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Xeriel wrote:
*snip*



I'm hearing you. I should mention that I find melees to be so much more durable that they almost feel like cheating throughout most of the content. Things like chaos damage or puncture just completely thrash ranged builds (generally). I don't even notice those things on melees.

Perhaps, it would be wise, to have an off slot of a bow with poison arrow (or similar) for occasions when melee is a bad plan. Also, do you use a curse? Things like enfeeble are just awesome. Do you use enduring cry? It's kickass!

I'd love to say to make a league with no death penalty whatsoever, but I do worry that it might fragment the population too much and make the game look empty to try to please all different playstyles.
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mibuwolf wrote:
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jonnyj03 wrote:
lol people on sc think they are build for survivability with 2k life @ lvl 50 or higher LOL


Source? You're making that up...


read threads champ, plenty of people saying that.
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jonnyj03 wrote:
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mibuwolf wrote:
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jonnyj03 wrote:
lol people on sc think they are build for survivability with 2k life @ lvl 50 or higher LOL


Source? You're making that up...


read threads champ, plenty of people saying that.


Ok, but not 'everyone' on SC 'thinks' this way. You made it a general statement towards all SC players.
IGN: Mibuwolf
to me default death penalties are fine and fair, coming from a dw duelist @endgame with 2k hp. this game does not make a lot of sense without a death penalty that hurts at least a bit. only thing stupid is when it happens because of desyncs/high ping/fps spikes, but who am i to cry about this when people play hc with the same problem.
ign DivineRapierMedusa
So let me get this straight.....the massive amounts of exp loss in cruel/merciless isint good enough? I mean what a boner killer to die and lose 1-2 hours of grinding...live and let be in this stand point. Keep the exp loss where it is...



To those saying "make the monster that killed you stronger or harder, give him a debufff.....I EMPLORE you to reconsider necker doing this...there are some crazy rare mobs with crazy mobs that I can't even kill so I kite, portal and waypoint to the area completely bypassing him.....

If u can't kill it the firs time, what on earth makes you think you will kilł it a second or third time when it's 5x as strong????? Think about it.


I say leave exp loss where it's at, that is a significant punishment and loss of time and missed reward.

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