Death Penalties

Rhesos is right. These sorts of penalty timers have been brought up several times and everyone has agreed that it simply forces players to stop playing the game until the penalty timer runs out. Chris has stated that for this reason PoE will not have any sort of timer based death penalty system.
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i think a small xp penalty would be best. When a player has hit a point where his gear isnt good enough, you dont want to frustrate the player even further by adding xp debuffs/timers.

so if its just a random death due to lack of concentration. I think the xp loss system will work best.
Ya it works out pretty well. I am playing a flash game called Arcuz that gives a XP loss and also spawn you back to town and monsters a re spawn with full health. Here's a link its actually kinda fun.

http://armorgames.com/play/5003/arcuz
Yes good sir, I enjoy slaying mythical creatures.
Not going to lie, I haven't read every post on this topic.

That said. I think the best death system I have ever came across was in Demons Souls for the PS3 (btw best console game of this generation if you ask me). Basically, you die then you start over and all the mobs respawn.

Now, that probably wouldn't work in PoE. However, I think that although death penalties should mean something (as in give you a reason to care about whether or not you die), they also shouldn't be so bad that when you die it makes you want to smack your dog in the face and throw your keyboard through a window.

Or, instead of penalizing death. Why not reward life? The longer you live, the stronger some skills get.. or maybe you gain additional perks (like health regen or something) that go away if you die. I think that would be a far better system in the end.

If what I said was previously discussed, I apologize, checking in from work and don't have the time to read through all 16 pages!
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
Yeah some people suggested a life reward system along the lines of increasing magic find abilities and such and that definitely would be different.

I bought Demon's souls and liked it, but losing a load of souls too many times would piss me off. But after dying, the enemies would spawn in the exact same place as before, so after a while it became too predictable. The fighting system was wonderful in that game, very involved and thought out. Also, I actually liked the possibility of being invaded by someone.

Back on topic, I do like this exp death system, but im seeing there is no penalty on hard mode, which I guess is normal mode? I would want something to be a penalty on normal mode, but since gold is out, idk. What about skill/support gems losing exp?
There definitely should still be a penalty on normal mode even if it is a really minor one.

You could try an XP loss penalty that takes the player's level into account in addition to the difficulty setting. For example, on normal mode the XP loss can start at 0% and increase with each level until the maximum of 5%.
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tpapp157 wrote:
There definitely should still be a penalty on normal mode even if it is a really minor one.

You could try an XP loss penalty that takes the player's level into account in addition to the difficulty setting. For example, on normal mode the XP loss can start at 0% and increase with each level until the maximum of 5%.


yeah, i think that there should be some kind of penalty on normal too. Maybe it shouldn't start with the first level to let players that aren't so familiar with ARPGs get into the game and learn the basic controls and mechanisms. Maybe level 10 or something like that would be good to start with the penalty.
I'm okay with a xp penalty on death, but no de-leveling (like in EQ) that sucks.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
"
I'm okay with a xp penalty on death, but no de-leveling (like in EQ) that sucks.


Agree
Yes, deleveling would definetly suck!

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