Death Penalties

In hardcore you die. Thats it.

Why is this thread here?
@ShunTzu
@Daedalouxx
In hardcore you die. Thats it.

Why is this thread here?
@ShunTzu
@Daedalouxx
In addition to my last post... personally I'd like to see a

"Double or Nothing" option.

Death happens... how about giving us a chance to prove it was a fluke.
upon death give us a "double or nothing" option. We can choose to accept our punishment
and continue as normal... or choose the Double or nothing option that returns us to our place of death and if we can kill all the monsters in the area responsible for our death in say 2 minutes or so, then we get to continue as if the death didn't happen.

but.

If we die again on the double or nothing challenge then we get a Double debuff... or the original debuff with xp loss.

I think this is a unique and exciting way to go about it. It allows us a chance to get it back without penalty... and if we screw up twice then we can only blame ourselves not "the system / game"... at that point we just have to accept the penalty no matter how harsh.

The more I think about this the more I like it... I hope GGG actually considers this idea... it's pretty unique.. I don't think I've heard of another game doing this.
IGN: _Johnny_Blaze_
Last edited by SeriousBeatdown#1419 on Mar 25, 2013, 1:12:08 PM
"
Joshmans90 wrote:
In hardcore you die. Thats it.

Why is this thread here?


Probably because most people don't play hardcore?
"
SeriousBeatdown wrote:


The idea is to give a penalty that makes the user still want to play the game... or play more... not quit.



The current penalty doesn't do this? Currently when I die I am motivated to make that XP back, if you slap my character with a debuff instead I will log out. Simple as that.
"
thepmrc wrote:
"
SeriousBeatdown wrote:


The idea is to give a penalty that makes the user still want to play the game... or play more... not quit.



The current penalty doesn't do this? Currently when I die I am motivated to make that XP back, if you slap my character with a debuff instead I will log out. Simple as that.


I think you've made your position clear.

I don't agree with you. Many people don't.

Quit trolling.

Add something to the conversation or be silent.
IGN: _Johnny_Blaze_
"
SeriousBeatdown wrote:
"
thepmrc wrote:
"
SeriousBeatdown wrote:


The idea is to give a penalty that makes the user still want to play the game... or play more... not quit.



The current penalty doesn't do this? Currently when I die I am motivated to make that XP back, if you slap my character with a debuff instead I will log out. Simple as that.


I think you've made your position clear.

I don't agree with you. Many people don't.

Quit trolling.

Add something to the conversation or be silent.


I suggest you do the same. Constantly complaining about a system that is working as intended is no better than me defending it. In fact I would say that the only reason I am here defending it is because other people are constantly complaining about it. If you guys stop, I stop too. Ball is in your court.
Last edited by thepmrc#0256 on Mar 25, 2013, 3:32:34 PM
If you read my prior two posts, you'll see that I was offering suggestions on how the system could be improved and commenting on the merits of another forum members suggestion.

I think the "Double or nothing" Idea is pretty original.


possibly even application for Hardcore... kinda like a challenge system for characters requesting roll back because of death due to server issues.

Instead of an automatic NO or maybe a yes and rolling back servers... why not make them earn it by having them run through a specialized gauntlet of challenges... like an Uber Boss... or maybe have to fight a new special event Boss "the Grim Reaper" or something.... of course for Hardcore the Boss would have to be damn near impossible to beat... and maybe only a 1 time Double or Nothing opportunity when it comes to hardcore.

However, I think the Double or Nothing is most applicable to default league.

..but the point is these are ideas... suggestions... dicussion.

Simply restating your position that I (and many others) disagree with is not productive.
IGN: _Johnny_Blaze_
Last edited by SeriousBeatdown#1419 on Mar 25, 2013, 4:25:26 PM
"
SeriousBeatdown wrote:
If you read my prior two posts, you'll see that I was offering suggestions on how the system could be improved and commenting on the merits of another forum members suggestion.

I think the "Double or nothing" Idea is pretty original.


possibly even application for Hardcore... kinda like a challenge system for characters requesting roll back because of death due to server issues.

Instead of an automatic NO or maybe a yes and rolling back servers... why not make them earn it by having them run through a specialized gauntlet of challenges... like an Uber Boss... or maybe have to fight a new special event Boss "the Grim Reaper" or something.... of course for Hardcore the Boss would have to be damn near impossible to beat... and maybe only a 1 time Double or Nothing opportunity when it comes to hardcore.

However, I think the Double or Nothing is most applicable to default league.

..but the point is these are ideas... suggestions... dicussion.

Simply restating your position that I (and many others) disagree with is not productive.


I got a better idea. How about when a hardcore character dies, regardless of realm stability, that character is deleted completely. No rolling to regain HC status, no spilling into default. A hardcore character that dies NEEDS to be completely removed from the server forever.

As long as you guys are discussing alternative death penalties I will continue to comment on them. What are you actually suggesting with 'double or nothing', is this referring to the guy who mentioned a decrease to 10% loss for first death and the next death within certain amount of time is increased to 20%? If so, that doesn't sound like a bad idea, convoluted and unnecessary, but it serves the same purpose.

EDIT: NVM I read your 'double or nothing' suggestion. Simply terrible. Most of the time when I die personally most mobs are dead so finishing them off is not a real challenge. I could see maybe getting 50% back if you kill the monster that killed you or something of that nature, but completely negating the death breaks the system imo.
Last edited by thepmrc#0256 on Mar 25, 2013, 5:00:25 PM
I had this idea yesterday after dying (lol) to the Thicket map boss. He shot his rain of arrows at a random place miles away from me, and i died somehow..

Anyways heres what i have:

The death penalty in Default shouldnt remove a % of your total experience required to the next level, but instead should restrain you from aquiring more xp points. Its the same in essence, but doesnt feel as punishing.

What i mean is, if the next level requires 1000 xp points to lvl up, and you just died, your xp bar is locked. To unlock it, you will have to meet a certain xp treshold. The treshold could be the 15% of xp you would lose on merciless now.

Most importantly, every new death you suffer refreshes the treshold, so to progress you will have to aquire that much xp without dying, penalizing death zerging tatics, but doesnt building up to a gigantic impossible barrier in xp to next lvl.

This way, the player who just want to try out a new skill or make that super hard map he would reroll otherwise can now try it, knowing that all his weekly progression in a high lvl char wouldnt be wasted in a streak of deaths.

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