Death Penalties

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vahss3 wrote:
^ 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 .



If the player could see what item was the 'risk item' it would not work, you just put a junk item in the spot until you die next and can re-equip your good gear after it's moved on.
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i only suggested an alteration to the other post , the old idea was a set item drop , always , read his post .


obviously random gear drop would be the way to go , but ALOT of people will not like that .
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Of course there are the standards like exp and currency loss upon death. Those can always work well and I would be fine with that.

There are also more varied options possible. For example some kind of debuff due to death. Some games do this with reduced health or damage, but I think it would be better to do it with a decrease to rewards for a while. E.g. for 10 minutes after you die you only get 75% exp, gold and drops from monsters or something like that. You could also make it so that certain drops don't appear during a window after death.

It could be included somewhere in the skill system. There could be party buffs that have a passive regeneration time and are switched off to 0 when a party member dies. Like the whole party gets +10% damage if no members have died for a certain time, maybe 15 minutes.

Or how about decreasing the power of recovery items for a while?

I don't know, these are just a few ideas I've thought about.
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Of course there are the standards like exp and currency loss upon death. Those can always work well and I would be fine with that.

There are also more varied options possible. For example some kind of debuff due to death. Some games do this with reduced health or damage, but I think it would be better to do it with a decrease to rewards for a while. E.g. for 10 minutes after you die you only get 75% exp, gold and drops from monsters or something like that. You could also make it so that certain drops don't appear during a window after death.

It could be included somewhere in the skill system. There could be party buffs that have a passive regeneration time and are switched off to 0 when a party member dies. Like the whole party gets +10% damage if no members have died for a certain time, maybe 15 minutes.

Or how about decreasing the power of recovery items for a while?

I don't know, these are just a few ideas I've thought about.


This has been discussed, but most people find that all this does is effectively make players wait ten minutes to play again booting the player out of the game. Sure they're not forced to, but why bother when you can just wait.
Yes good sir, I enjoy slaying mythical creatures.
i think every kind of death penalties are bad for the gameplay! its a game and you want to have fun and not penalties for dieing, if you die often you´ll be disappointed of all penalties-.- a good option is that you will lost some gold out of your inventar! not stash! this is also good for the gold-economiccycle.
Yes, but the whole thing that makes a game fun is the challenge. Just like godmod in doom it was fun for awhile, but grew stale. The same applies if there is no penalty. So there does need to be a penalty just not a bad one.
Yes good sir, I enjoy slaying mythical creatures.
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innoruuk wrote:
if you die often you´ll be disappointed of all penalties-.-

If you die that often then you should maybe learn how to play the game first. Avoiding death isn't that hard in arpgs. It just requires a little bit of forethought and caution.
Forum Sheriff
If there is a play bonus or whatever for how much someone plays without dying with a maximum of 20%, someone could just sit idly for 20 minutes or whatever to acquire the bonus (the same is true for death penalty that is reduced by time). I think a better method would be a bonus of how much of the map instance has been cleared * the number of monsters killed * the amount of experience gained for each monster or something like that, with a maximum of 20%. Upon death the player would receive a 15% death penalty to all statistics, which could be subtracted from the 20% bonus for a 5% bonus that could be worked up to 20% again.

Another similar mechanism that could be considered is that if you cleared 50% of the map and died you would still be at 20% when you died as 50-15=35 and you would have to die two more times before the penalty actually affects you or maybe it could be 1/2 from clearing (above the 20% max bonus) and 1/2 from bonus which would reduce a person with max 20% bonus to either 12 or 13% bonus. The bonus could possibly be carried on between areas (besides towns or maybe they could be retained in towns but with a timer that reduces it, as well as the percentage of map clearance being reset), but any negative death penalty would be reset to zero (as they would be in towns).

I also like fighting a "zombified" version of yourself, with the zombie being in much the same place as where the death occurred or teleported some distance away in the case of a boss death. Maybe there could there be multiple zombies of yourself, if you died in the same place many times?

Also maybe instead of corpse runs, you could have the death penalty I described above and the monsters could be pushed or teleported back 10 paces or something with a guaranteed escape route (if the monsters are not too fast and catch up to you) back to the area you have already cleared, as what is the use of a corpse run or teleporting the monsters a small distance away, if being surrounded is what resulted in your death in the first place (10 spaces away in a circle still results in you being surrounded, no matter where you run).

Another possibly good idea is to have to hit the esc or something to be brought back as pushing the monsters 10 spaces away might push them right into a party member, which would allow the monsters to surround and kill them. Or, maybe you can select which direction you want to push the monsters before you hit esc by clicking one of a number of panels that show up with possible monster pushing options.
Again essentially a living bonus is the exact same as a death bonus. If you're going into and area you would have your 20% bonus, but a friend might have a 5% so he's obviously going to be miffed. I think debuffs in general are just a bad idea as it annoys the player and is time consuming. I want a death penalty, but not a debuff.
Yes good sir, I enjoy slaying mythical creatures.
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Zidjian wrote:
Again essentially a living bonus is the exact same as a death bonus. If you're going into and area you would have your 20% bonus, but a friend might have a 5% so he's obviously going to be miffed. I think debuffs in general are just a bad idea as it annoys the player and is time consuming. I want a death penalty, but not a debuff.


I don't think that it's the entirely same. When you get a 1% xp bonus for every x (say 10k) foes you kill (with your level or higher) without dying till a maximum of 10 or 20% you can either say i play extremely cautious to get the bonus or you can play at a higher risk, killing more foes per time and getting more xp anyways.

It's also a good mechanism for tanks, because they have a higher chance of staying alive but a lower killing speed than damage dealer/aoe classes.

I really like the idea of a living bonus though. But you should not get it for staying in town or something like that, but if you get it for killing some amount of foes without dying as described above it would be ok i think.

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