Death Penalties
a reward for not dying, hmmm.
i would say this should depend on the area u are. The very difficult areas could have such a bonus. Something like +x% magic find for each x minutes alive IN combat. otherwise it could be abused by just standing in an area befor engaging the enemy. | |
" I was thinking more like: When you reach the next area without dying and killed >90% (a certain treshold) of the monsters in the area you get a temporary bonus to magic find (maybe only for the next area or something) :) | |
" sarcasm? i mean.. helloo my name is diablo II and i am the most famous arpg of all times and i actually have that death system xD | |
Maybe exp gain penalty (for some limited time depending on player lvl) and in the same time some stat boost to overcome point where you have fallen (but wich much shorter duration then penalty to avoid exploiting).
It depends on gameplay especially the way items will be found. If during normal exp grinding this gonna work, if not (special areas boss runs etc) it will not. You can play avoiding death - you advance faster. Not penalizing deaths will result in lower till nothing use of defensive skills/builds. Not desirable imho. Time penalty (running long distances etc) is annoying, losing item(s) is just well not wise and lowering stats gonna make ppl fall into spiral of deaths (annoying^2) especially if it would stack or forcing them to wait till effect wears off (time penalty and annoyance again). | |
Dieing should always have a penalty. Maybe something like lose everything in your bag and your weapons,armor and gems take a penalty. Making them weaker and dieing to many times without repairs they will be destroyed.
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i think people need to take into account that this is a online only game and there are bound to be lag related deaths. some people seem to want the death penalty to be far too severe which will only serve in getting people to quit playing. a death penalty should not make the game harder to play thats just a horrible idea but a xp hit has worked in the past and is a good way to prevent people for careless play
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Mmmm, I agree that death making you weaker is an irritating concept, as it will be harder and harder to defeat that which killed you in the first place.
Just last night I was playing Guild Wars and got to the end of a dungeon before wiping several times, each time quicker than the last. I managed to finish it, but almost all of the characters in my group had -60% health and energy. The worst thing about this in GW is that your death penalty will not fade with time, you have to leave the area for a safe zone and come back to a reset zone, or kill monsters for incremental decreases in the penalty. <Quote>Maybe exp gain penalty (for some limited time depending on player lvl)</Quote> I think a penalty for gaining exp is good, that way you can't get forced back a full level(or more) of exp from multiple deaths, perhaps if you die while having the penalty in effect it will be extended. This way you can continue playing as normal but the progress you make is not as beneficial, alternatively you can take a break while the effect wears off. | |
" This .. I like. Dont punish the bad.. instead, only reward the good. This makes things really interesting, consider that the longer you play in a single game the more likely you are to profit. After a few hours you REALLY dont want to die because you know that the next drop could be really great. | |
Whenever a player dies, the town portal goes. The player restarts in the town with "intelligence" takes a huge hit because the player doesn't remember what happened to him/her. Player has to find (go to) the place s/he died to remember what happened to him/her thus gain his/her lost intelligence back. In the same time s/he realizes s/he was sent back by Heaven (or whatever) and it strengthens his/her will (+? str/int/dex for 1 min) temporarily.
Shortly; - Restart in town with huge intelligence lose. (punishment, bigger punishment for rushers who must pass the road full with monsters they didn't kill, a way to block players to summon in town without any effort, realistic) - Go to the where you died and gain your lost intelligence back and even more bonuses for a min (reward, a little bit boost for the player to overcome the challange this time, realistic) -Permanent time lose ofc. He who fights with monsters
might take care lest he thereby become a monster. |
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" Won't this severely cripple the intelligence chars? The Marauder, Ranger and the STR/DEX class are not effected at all right? :) |