Death Penalties

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Drahken wrote:
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slyme wrote:
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Pavshaus wrote:
I have to agree the death penalty, especially once you get to merciless, is ridiculous. This is made even more intolerable by the fact that zones that are several levels below your char level can snuff you in an instant due to large mobs of rare monsters dealing ridiculous levels of crits or normal damage all at once. The zone balance coupled with the death penalties makes the game frustrating at best. Challenge is one thing, moronic unjustifiable imbalance and penalty is another.

Perhaps the introduction of a resurrection orb which could be used to restore characters to pre-death penalty levels at a players option would be a viable alternative?

(I also agree)
When I need to do 3 full merci docks runs to gain back what is lost from one death I have 0 incentive to continue playing.


wait till you get a little higher in level.. it goes up quickly. one death would be like 10+ dock runs

and a ressurection orb would be cool. I think this game needs more currency orbs as it is anyways.


If they made an orb it would need to be available from a npc for a minimal price or it would make it "P2W" in the sense of paying for experience. They really should just get rid of the penalties in SC;

or perhaps no penalty for your first death (on a timer); if you die again within 15 minutes you lose exp. if not once 15 min pass timer resets and you get a free death.
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slyme wrote:

If they made an orb it would need to be available from a npc for a minimal price or it would make it "P2W" in the sense of paying for experience. They really should just get rid of the penalties in SC;

or perhaps no penalty for your first death (on a timer); if you die again within 15 minutes you lose exp. if not once 15 min pass timer resets and you get a free death.


its not pay to win.. if you pay real money for any orb you are paying to win anyhow..
Not sure if anyone suggested that since i didnt read all 149 pages but anyway



It will be a lot easier for players to take the penalty even if the actual XP loss in numbers was the same if it wasnt a pure 15% decrease in a matter of a second.


SO lets say we have 2 people both for the sake of easier calculations have 10000 XP


Person A dies , loses 1500 XP (current system)


Person B dies , he is cursed with a status that decreases the xp he earns from now on until his XP loss goes to 1500. (the mechanic actually already exists in game with the unique that decreases the experience gained.)

Both ppl lost same XP the difference is that you can accept a lot easier a slower progress but still a progress than a direct removal of your hard earned xp
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EmperorGR wrote:
Not sure if anyone suggested that since i didnt read all 149 pages but anyway



It will be a lot easier for players to take the penalty even if the actual XP loss in numbers was the same if it wasnt a pure 15% decrease in a matter of a second.


SO lets say we have 2 people both for the sake of easier calculations have 10000 XP


Person A dies , loses 1500 XP (current system)


Person B dies , he is cursed with a status that decreases the xp he earns from now on until his XP loss goes to 1500. (the mechanic actually already exists in game with the unique that decreases the experience gained.)

Both ppl lost same XP the difference is that you can accept a lot easier a slower progress but still a progress than a direct removal of your hard earned xp


no. there is no difference.. why do people keep suggesting this.


What would you prefer , someone taking ur whole paycheck or just getting paid a bit less each month till you pay of the whole amount? Its about how frustrating the one feels over the other

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slyme wrote:

When I need to do 3 full merci docks runs to gain back what is lost from one death I have 0 incentive to continue playing.


I wish i had your problems....took me 15 Maps to get the exp back i lost the last time i died. I nearly destroyed my keyboard when those stupid Chaos Throw things froze the game and i saw the Death screen when the game moved again.
IGN: Darkrox (not my main, just for easy contact)
~ Yes i'm the Darkrox from Runes of Magic - World's #1 Guild Pravum 2009 - 2011 ~
"Hello Mr shopkeep.
Please give me my $9.50 change for this packet of gum in 10c coins, so I have the illusion of feeling richer."
thats a bad analogy , better think paying installments , people even pay MORE and they prefer it that way, why? it makes their life easier



Anyway lets say that you are right , its exactly the same it just gives the illusion to people and makes em take deaths more easy , why is that bad? why are you against it ? Since as you say it changes nothing
Last edited by EmperorGR#0728 on May 6, 2013, 6:06:38 AM
the death penalty is too hard.
there should be some kind of saturation after some deaths,
currently it's really destructing to have less XP after x hours of gaming than u had before!
I view the death penalty as a benefit rather than a hinderance. My characters level faster than the maps progress and I get stuck in that rut of getting crappy drops and not being able to advance because I have crappy gear due to the level vs map penalty. Somtimes, I die over and over on purpose. Call me crazy.

I haven't gotten to 70+, but as I understand it, the content is leveled up to 68ish, so if you die when you are 80, isn't it safe to assume that you were being completely silly since you already did it 12 levels ago?


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