Death Penalties
" gain more user skill and tactics ;-) |
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" I agree with this to a degree. You can give a perk, but the perk cannot be better than the death penalty, which would be the case for magic find. The perk also can't really make you better at fighting... dying should not make you more capable of beating a boss. If there is a positive perk that is possible, I don't know what it is, but I agree that it might be possible to give a positive perk to death... If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
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" An example could be lets say you fighting a beginning dungeon boss kills you. You respawn and if you can kill the boss in one more go you get the experience you lost back. Right there it is positive. You had to have skill to get it and you're not gaining anything extra just the experience you lost. Yes good sir, I enjoy slaying mythical creatures.
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" Fine but then what's the benefit if you killed the boss without dying at all? There should be no dying bonuses at all. Forum Sheriff
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like i said not a bonus. Your gaining back the experience you lost not extra.
ie; lvl 60 with 100 experience character dies once. lvl 60 0 experience. Now that character beats the boss in one go. lvl 60 with 200 experience. lvl 60 with 100 experience kills boss regularly. lvl 60 300 experience. Sorry i didn't mean they gain the same amount as the character that didn't die meant more like 50% of lost experience. Otherwise you could make a mock run with no consequence. Yes good sir, I enjoy slaying mythical creatures.
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There should never be a reason to not care about death.
Zidjian, I can see how that would work, after you clarified, it's almost a corpse run for experience. You just have to kill the enemy the next time to get some experience back. | |
Currently I believe there is a 5% exp. loss death penalty in order to stop some people from exploiting.
This seems reasonable to me. Happy Days Abound.
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Yes, Chris posted that the team added a 5% penalty on cruel difficulty and a 10% penalty on ruthless. Still need to have a penalty for normal mode, imo.
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I'll preface this with the thought that %loss should ONLY affect specific ladders to create a steady state penalty whereby too many deaths = no progress for people who wish to play as such. It should not affect players that wish to progress through the content or difficulties.
That said, do we know approximately how far it is from a waypoint? Running back from death is often quite a punishment. I died a LOT in Diablo 2, as did many of you ;) Running back was a waste of time, and time is something you can't get back... imo wasted time is a large penalty in and of itself... particularly in this type of game, where the reward is randomized. I've already stated this in my rule set, but I don't think it should be possible to lose hours of progress... Assuming you put in 1 hour of play and die once more per difficulty per hour that's only 6 hours before you enter a steady state at 5% loss per death... meaning you'd have to die fewer times. The formula I used was hours played vs. hours*.95^tier; hours increased by 1 each time. By the 6th hour of play you've only gained 3.895 hours of xp, and died once per difficulty a total of 21 deaths in 6 hours. 1 1 0.95 2 1.95 1.759875 3 2.759875 2.366247828 4 3.366247828 2.741829895 5 3.741829895 2.895356644 6 3.895356644 2.86344508 Now I know it'd be difficult to die that much, but deaths will be proportionate to time spent, and by hour 6 in this basic model you can't actually progress further because you are losing more than you gain. I don't believe that should EVER be possible (except in ladders that specify it,) which is why I proposed using xp debt instead. I recently played a game that used a % loss system. I got up to a point where 1 death was worth so much time lost, that I no longer play that game anymore. I found that even if 1 death is only worth 5 minutes, it's easy to rack up 3, 5, or even 10 deaths, which is an hour lost... I just simply won't play a game where I'm losing hours. I've done that type of thing too often in the past, and I just don't have the luxury to do so anymore. In ladder systems the penalty should not be a random % like 5 or 10, but rather should be determined by the desired steady state rate per level, meaning D deaths over dXP at Z% loss can be computed per tier. The independent variable is desired steady state D, NOT % loss. If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
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" I didn't die much in D2. The whole point of the death penalty is to convince people to be less reckless and not die so much. If you spent a lot of time running back to your corpse, then it's your own fault for not putting up town portals as you progressed. The reason not many people got to 99 in D2 wasn't because of the death penalty, it was because the content ended at level 85. There were only a handful monsters that actually gave you XP past level 90 or so. |