Death Penalties
I think the best way is to let the player choice between different possibilitys, for exmaple:
- no or real small gold/experience/something else loss but monster respawn and you have to fight your way back to your corpse - some gold/experience/sth. else loss but you have to restart the level, this time fully equipped - real big gold/experience/sth. else loss and you instantly be back in battle, fully equipped, with full health and no monster respawn This also fits with town portals, as your decision will depend on whether you have one far away or near your corpse... | |
I have reread Chris Post, and I have to say that it doesn't make any sense for 2 reasons.
First, what is asked is to find how to prevent TP abuse by the means of a death penalty for the default league. I think that the solution to that lies in the TP mechanics and not in the death penalty mechanics since there are other TP abuses than using it for a «savegame» or checkpoint. Also,there are other leagues that might use TP abuse as well. Second, Chris contradicts himself by wanting to introduce a death penalty in the default league, and then saying "Any death penality mechanic has a permanent loss component, may it be time, gold, items or XP. Or at least a death penality using negative reinforcement. If we ever get a consensus on a death penality mechanic,it should be for the only purpose of forcing the players to not play badly or for the sake of realism. For the first one, I think it's irrelevant to have one since no one wants to play badly, and the second is only a matter of choice. Question to Chris : If there is a death penality in the default league, will it affect the other ones as well? Because I thought that the default league was a template for the other ones. Greetings mortal, are you ready to die?
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Ya, but the default leagues are easier, the other leagues all have to be harder. They can only make the game more difficult.
Yes good sir, I enjoy slaying mythical creatures.
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When You kill specific char you can loot his things :D ( gold, items, potions gems ;) )
Every time, every where You also might loose all your stuff if murderers have come, killed you and took your stuff. And the mobs ? Can they loot players corpses ? It would be great :) I disagree that it must based on hardness level of game. This will be a "cut throat" game isn't it ? Maby some "penalties" for players killers like red glow, dark cloud or blood on hands :) | |
" That's not a bad idea, but it could be reserved for more hardcore regimes only. No casual, or even mediocre, player would like to have such a system imposed on them. It would make the game nearly unplayable. | |
I think we could just lose experience, because the developers said that we could lvl up way easier than in other games of this type. So, I suggest that you lose more experience the higher your level is. And as other people have already said, death can never be ''entertaining'' or a fun aspect of a game (and in life, obviously :P). And the experience method will make us think before we act, which is the meaning of the death penalty. ^^
In all games I always play as a warrior, guess it's in my blood or something. For all the lonely warriors out there, unite under my banner! Let us dominate over the other classes! To arms!
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This may have been suggested before, but perhaps there could be a specific equipment slot (say the helmet that they are wearing) which always drops on death. That way, the player can choose whether or not to take their best helmet with them into a dangerous situation. If they do drop a good helmet in a PVE situation, they could attempt to retrieve it. Presumably, in PVP, the victor would claim it as spoils.
This way, there would be the sense of reward for the victorious PVP player who would be able to take the helmet from their slain opponent. Players unwilling to bring a good helmet into a PVP situation would be at a slight disadvantage against those who arrive with their best gear, partaking also in more risk. The advantage is that you could have a PVP loot situation but one which is predictable, preventable, and easily reparable. Players might always keep a second-best around. Also, the player would still have a predominant amount of their equipment after death for the retrieval of their helmet from a dangerous PVE situation. |
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" Sounds like a really good idea to me! | |
^ that is an interesting idea .
put a twist on it , make it a set cyclic rotation through all equip spots . each time you die the risk spot would rotate to the next in the cycle . current at risk equip spot/box would be noted/highlighted in the eq view . --- .
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It sounds like an annoyance more than anything else. I would not like a death penalty like that.
Forum Sheriff
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