Death Penalties

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Phouriuh wrote:
@Tertium_Quid yeah im not a big fan of reading useless spam on forums either :/. it would be nice to have a basic seach or key terms. I'm sure the dev's have already been looking into this almost all RPG sites and forums have search tools of some kind. Maybe a way to possibly rate postings on how helpful or smart they are.

There is a forum search function in the left sidebar.
Forum Sheriff
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tpapp157 wrote:
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Phouriuh wrote:
@Tertium_Quid yeah im not a big fan of reading useless spam on forums either :/. it would be nice to have a basic seach or key terms. I'm sure the dev's have already been looking into this almost all RPG sites and forums have search tools of some kind. Maybe a way to possibly rate postings on how helpful or smart they are.

There is a forum search function in the left sidebar.


and im a tard thanks for pointing that out haha
"turn based rpg's are for people who have sausage fingers" -me
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Phouriuh wrote:
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tpapp157 wrote:
There is a forum search function in the left sidebar.

and im a tard thanks for pointing that out haha

Don't worry about it. You aren't the first to ask about it and you certainly won't be the last.
Forum Sheriff
Hey guys, would like to put in my 2 cents. Losing experience seems about right for a death penalty, its not too bad or too easy. Say lose 20% of that levels experience pool. Also am not against a corpse run, but one that does not make u do it to recover items, just do it to recover half that exp lost from that death. If u die again, then maybe only be able to recover 33% of that exp lost.

I don't see how a corpse run in this game will work. Now, correct me if Im wrong, but since ur spells and abilities are all linked to slots in ur items, that means unless u have a whole backup set of items, u are pretty much doomed at recovering those items. When u dropped ur stuff at death in D2, auras, spells and abilities were not always directly linked to that sword or armor u just dropped, a paladin could always use salvation to resist elemantal attacks.

Also, idk about gold or currency but that may be ok also.
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Bartuc wrote:
Say lose 20% of that levels experience pool.


I wouldnt go saying percentages yet considering we dont know how difficult the leveling will be in PoE :/
"turn based rpg's are for people who have sausage fingers" -me
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I wouldnt go saying percentages yet considering we dont know how difficult the leveling will be in PoE :/


They've said leveling won't be a all out grind fest, but that a character could easily be developed for years. I am guessing with skill gems, armor collections, and such. Also with the penalty i am assuming it could only take to to 0 experience of your current level and not "delevel" you as this would erase a skill point. Kinda a pain though it would solve the respec problem lol.
Yes good sir, I enjoy slaying mythical creatures.
I was mainly just agreeing on an xp loss death penalty. Having the chance to retrieve half that lost seems alright too. If u think retrieving this xp from the area u died in may be too hard, than give us the option to reload in town, but with no xp gained, just like D2.

Dropping items in this game in particular may not work because, as I said before, all skills and abilities are linked in the sockets of the items u just dropped at death. This will greatly lower ur chances at retrieving those items, thus also lowering ur chances at retrieving that xp u just lost.

I do like the idea of having to fight the ghost of ur former self to get back that xp or the stuff in ur inventory. Unique.

Chris, in response to Silver saying that durability loss on items at death would be a good gold sink, says:
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Valid points, though we actually don't have durability on items (or gold in that form, but that's another story).

So I dont really know what to say about currency yet.

Also, reducing chance of good drops or number of drops after death wouldn't be good imo. This is a large part of the fun of the game and this penalty will either be too strict or not strict enough.
Last week we added an experience penalty upon death - a percentage of the current level (you can't go down a level). It was set at:

Hard Difficulty: 0%
Cruel Difficulty: 5%
Ruthless Difficulty: 10%

So far this is working well. It successfully curbed abusive leveling behaviour that relied on far too many deaths. Some testers complain at me directly via MSN when they die and lose 20 minutes of grinding on their high level characters.

We don't know that we'll stay with this system - it's just a simple one we're trying to see how well it works...
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For starters, let me say that I like the lack of "normal" difficulty.
Also, this looks fairly similar to the Diablo II softcore death penalty, which does seem to be a reasonable baseline (i.e.: the point from which you can make everything harder in other leagues).
Of course, I could be biased. Actually, scratch that, I know I am.
I have wandered through insanity;
I have walked the spiral out.
Heard its twisted dreamed inanity
In a whisper, in a shout.
In the babbling cacophony
The refrains are all the same:
"[permutations of humanity]
are unworthy of the name!"
Sounds interesting. Keep us updated on how that works out.
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