Death Penalties

I know I’m probably suggesting more of the same. But It gives weight to others who shared those thoughts.

XP Debt system.

Why? Because XP debt VS XP lost, XP debt doesn't plain stop you from progressing. It slows your progression showing you you're not ready or strong enough for where you are. Slowing progression means more farming time in same areas and giving you a chance of gathering items without "hard locking" you at your level.

Debt cannot accumulate over 100% current level cost.
Cannot gain next level until debt is paid.
Once current level would be attained all XP goes toward reimbursing the Debt before progressing to the next level.

Normal: 0 Penalty.

Cruel: 7.5% exp Debt upon death.
13.33 Deaths per level before max Debt is attained.

Merciless: 15% xp Debt upon death.
6.66 Deaths per level before max Debt is attained.

Anything would be better than plain XP lost, hell why not DOWN-Level us like EQ1...
Hell levels... anyone else?

Or

Why not add more leagues? With more defined leagues everyone could go enjoy the type of gameplay they wish for.

League suggestions:

Softcore: No death penalty.

Default: Xp debts.

90's: XP lost.

Hardcore: The character can only die Once and get moved to Default League upon death.

REMOVE Death Penalties from cruel !!!
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Cadavre187 wrote:
Why not add more leagues? With more defined leagues everyone could go enjoy the type of gameplay they wish for.


I'm afraid too many leagues could potentially split the audience too much. It's my assumption though.
IGN: Mibuwolf
"
mibuwolf wrote:
"
Cadavre187 wrote:
Why not add more leagues? With more defined leagues everyone could go enjoy the type of gameplay they wish for.


I'm afraid too many leagues could potentially split the audience too much. It's my assumption though.


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.
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.
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Last edited by Nicholas_Steel on Feb 17, 2013, 1:59:28 PM
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Grzdyl wrote:
GGG please dont listen this sad casuals, players like them destroyed diablo 3, only shauted for nerfs nerfs and now that game is dead!


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?
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.
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. :)
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 on Feb 17, 2013, 6:36:45 PM

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