Death Penalties
REMOVE Death Penalties from cruel !!!
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" I'm afraid too many leagues could potentially split the audience too much. It's my assumption though. IGN: Mibuwolf
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" It could also appeal to a greater one. I'm not suggesting to add 20 new league types. Just 1 or 2 that would be in between. |
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Suggestion: Change it so you incur the penalty a set amount of times per level (*You must incur the entire penalty amount for it to count)? 3 times at most?
*This negates the ability to exploit it by dying 3 times when you don't have any XP and reduces long term aggravation from constant punishment. So you are still punished for dying, just not all the damn time. Same system would apply to Merciless. Computer specifications: Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 16GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & WD Black FZEX HDD Last edited by Nicholas_Steel#0509 on Feb 17, 2013, 1:59:28 PM
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" D3 was destroyed by the AH, and lack of content, not the "casuals". I think there should be a death penalty, I just think 7.5/15% is too high. I would be more happy with 5/10%. | |
Just reset the area!
Why try to reinvent the most common and standard way games handle failure, especially when it supports the loot collection anyway? |
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On death we should be transported to an ethereal realm where our spirits fight to the end of a small instance, in order to try and cheat death and reclaim our bodies.
It would take time, and some minimal effort, to clear this small space to be able to return to where we died. The higher the difficulty, or level, or w/e, the larger the dungeon so it takes slightly longer to reclaim our bodies. As a summoner I don't die often so the XP penalty doesn't hit me too hard, but coming from a heavy 90's MMO gamer I can say as fact I don't like it too much. FInd some other way to slap us on the wrists for dying. The above suggestion was birthed from procrastination. |
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Demon's Souls. That is all. Take everything from that game regarding Death and failure and apply it to this one.
I doubt it would be that hard, and make the game better. :) |
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GGG have posted/said in interviews, loot rules are to encourage fast paced gameplay. Death penalty contravenes this philosphy. How about a buff the faster u kill and dont die.Increased item rarity buff maybe?
Last edited by puckrfactor#4711 on Feb 17, 2013, 6:36:45 PM
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Hello!!
I first off would like to apologize to anyone i "offended" in my "death penalty is useless" post. I also didn't know about this post either (I searched for related, i swear!). The current death penalty to me seems pointless and makes the game a chore. For example, one reason Guild Wars is difficult is that when you lose a mission you have to replay it until you beat it with out losing all your party members or dying your self if you solo. Instead of permanent EXP loss you just get a debuff making the current area difficult instead of all areas. So that's the other problem with EXP loss is that it some times forces you to grind unlike what Guild Wars has. I,am not saying to copy them, all i,am saying is that the current system could be waaay better and the EXP loss needs to be removed. The point of the matter is that if i,am playing on merciless mode i would only get a EXP penalty which is only 15% and that's not much and it only takes 2-3 tries to beat the hardest of challenges (in some cases i don't need a second chance). I,am not bragging, just defining my skill level to make this more clear. If i lose a challenge and for a example it would be a boss fight with mobs (on merciless mode) i would lose 15% experience. There's 3 outcomes, two of them are not important because they do not cause problems as badly as the one. Outcome 1 - No death, perfect victory. Outcome 2 - Instant death, horrible defeat. Outcome 3 (Problem) - Partial victory and defeat. Essentially with outcome 3, if you die and come back to the battle, you all ready did a massive amount of damage (50-90% of the whole challenge complete). SO, when you come back every thing is easy pickings and you will regain the EXP you loss because of that. The problem with this is that you didn't actually beat the challenge AND it became easier but you are still rewarded MORE SO than the penalty applied. 15% EXP at any level is barely any thing. This is why i think the area should reset when you die in solo (at least in harder difficulties). If you are playing with party members, if they die or teleport back to town, all currently alive (not all ready dead) mobs and bosses are fully healed. This adds more tension in combat and you actually have a penalty. This also makes the game more challenging and is an objective. Id rather replay the stage than grind EXP on easy mobs that offer no challenge, of course that is my personal subjective opinion but it requires more thought to fight a challenging battle than it does to grind EXP from effortless mobs. All the difficulty modes have some sort of effortless enemies, i don't know why though. In terms of challenge my suggestion is better than the current system. My suggestion is also OBJECTIVELY more challenging than the current death penalty presented. I don't say that to be mean or obnoxious but it is the truth. It's simple to understand. Little EXP Loss VS Area Reset (different mob sets, position changes, full boss health, didn't get boss loot from before ect.) |
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