Death Penalties

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.)
I'm pretty happy with how things are right now, so I like death penalty. It keeps things interesting and you really have to pay attention to the game. Canceling it will result only in everybody going glass canon which makes a game boring after a while.
IGN: Berrren
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Berren wrote:
I'm pretty happy with how things are right now, so I like death penalty. It keeps things interesting and you really have to pay attention to the game. Canceling it will result only in everybody going glass canon which makes a game boring after a while.


There is a big line between where we are...and "cancelling it"

Here's mu idea. possibly this had already been suggested somewher in 133 pages of this thread.
I think it should start out at 7.5%/15%, but lower each succes time within that player level.

So I die once, I lose 15%/7.5%
I die again BEFORE I level up, so I lose 10%/5%
I die again, I lose 5%/2.5%
This remains as my penalty, until I level up, when it rests to 15%

Points to note:

Effectively, the total loss possible in the current system is 99% of the current level, which is 7 deaths in cruel.

The occasional death is exactly as painful as the current system
No matter what, once you're at 0% progression, no further deaths have any penalty, this is where we are now.
With a reduced penalty, all that happens is someone who dies two or three times won't feel as frustrated dropping XP, they may well slug it out until they clear a particular area, and gain the level in the next area.
People who die repeatedly will hit the XP floor for that level regardless.

IGN: Kulde
I think it would be better if the penalty increased based on the amount of times you die per level.

1st death = 2.5%
2nd death = 5%
3rd death = 10%
4th and subsequent deaths = 15%

This would reset at the start of every level.
Things are great the way they are now, GGG.

I remember a period of time where people didn't feel entitled to things just because they put effort into it. People just want to faceroll through things without thinking and "beat" the game.

I remember a time when dying meant dropping gear and deleveling and possible losing weeks worth of work. So everyone did everything they possibly could to avoid death. It was meaningful. The best part was that nobody complained about it. People learned from their mistakes and reflected on what they could do differently or improve their build so that they're not stuck in that position a second time.

Kids nowadays want a gold medal for participating and don't want penalty for not doing well. What an age we live in...

ign: Eshi or EshEleCleave
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Govestun wrote:
Things are great the way they are now, GGG.

I remember a period of time where people didn't feel entitled to things just because they put effort into it. People just want to faceroll through things without thinking and "beat" the game.

I remember a time when dying meant dropping gear and deleveling and possible losing weeks worth of work. So everyone did everything they possibly could to avoid death. It was meaningful. The best part was that nobody complained about it. People learned from their mistakes and reflected on what they could do differently or improve their build so that they're not stuck in that position a second time.

Kids nowadays want a gold medal for participating and don't want penalty for not doing well. What an age we live in...



Yeah, losing a weeks progress sounds like a lot of fun! Come on GGG, cater to the 1%, screw the 99%.
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MrH wrote:
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Govestun wrote:
Things are great the way they are now, GGG.

I remember a period of time where people didn't feel entitled to things just because they put effort into it. People just want to faceroll through things without thinking and "beat" the game.

I remember a time when dying meant dropping gear and deleveling and possible losing weeks worth of work. So everyone did everything they possibly could to avoid death. It was meaningful. The best part was that nobody complained about it. People learned from their mistakes and reflected on what they could do differently or improve their build so that they're not stuck in that position a second time.

Kids nowadays want a gold medal for participating and don't want penalty for not doing well. What an age we live in...



Yeah, losing a weeks progress sounds like a lot of fun! Come on GGG, cater to the 1%, screw the 99%.


Reread my first line.

And don't die.
ign: Eshi or EshEleCleave
"
Govestun wrote:
"
MrH wrote:
"
Govestun wrote:
Things are great the way they are now, GGG.

I remember a period of time where people didn't feel entitled to things just because they put effort into it. People just want to faceroll through things without thinking and "beat" the game.

I remember a time when dying meant dropping gear and deleveling and possible losing weeks worth of work. So everyone did everything they possibly could to avoid death. It was meaningful. The best part was that nobody complained about it. People learned from their mistakes and reflected on what they could do differently or improve their build so that they're not stuck in that position a second time.

Kids nowadays want a gold medal for participating and don't want penalty for not doing well. What an age we live in...



Yeah, losing a weeks progress sounds like a lot of fun! Come on GGG, cater to the 1%, screw the 99%.


Reread my first line.

And don't die.


Hardcore is there for people who like being punished for dying, normal doesn't need such a system. Most people play games for fun, it shouldn't be a chore. I like having some death penalty so dying isn't completely meaningless, but the current system is too harsh for people who have specifically picked normal to avoid severe death repercussions. The system I suggested earlier would be a lot easier to swallow for most people IMO.
THe death penalty is too much. And you cant help dying when you desync while using flicker or whirling blades.

Death penalties are one of those things that are fine in single player games, but in online games where you can get lag, desync, or internet issues at any random times, its nothing but completely frustrating and does nothing but piss players off when they keep dying from connection related issues.

Tell all the people that lost their HC characters due to desync that they simply shouldnt have died, that defense makes no sense at all.

Its also too punishing for people trying to play glass cannon DPS builds. The death penalty only further rewards tanky builds, while punishing players that try to focus on DPS far too much.
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Berren wrote:
I'm pretty happy with how things are right now, so I like death penalty. It keeps things interesting and you really have to pay attention to the game. Canceling it will result only in everybody going glass canon which makes a game boring after a while.


Oh right, because everyone playing HP stacking builds only doesnt make the game boring ... Herpy derpy doo!
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- PoE TOS.

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