Death Penalties

well im sort of out of ideas. only thing i can think of is make people move slower for like 2 min. but its hard to come up with a good idea for a penalty having not played the game. so.. maybe if i get into the beta i might have some amazing idea then ( hint hint :P )
well, the rewards shouldnt be about EXP.
I thought more like for each Boss killed, u get some extra magic find, for each champion kind of u get a better chance for currency items etc.
But since i dont know how big the zones will be, its hard to say how big these numbers should be, or if they are even worth it.

I was mainly thinking about Diablo 2 while this came up, like getting the bonus as long as u stay in the same game, means many ways where u could stack up the bonus. But i think PoEs system works alot diffrent but i dont know how exactly, so its hard to come uo with a decent reward system befor knowing how exactly the whole incstancing works
Yeah the exact values will have to be decided by the team based on how large the areas are, how far the waypoints are, and how often an average person will die.

In D2 it was very easy to just flop over dead from big attacks... so the penalties totally depend on relative chance of death for an average person.

In fact, the game should probably launch without a death penalty at all or a very very minor one. Then they need to keep death statistics and figure out a proper death penalty from that.
If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
I was thinking and i have one system on my mind...
When players "dies" he doesn't ressurect ,player stays in the same place where he died ,but timer appears in the corner showing how much time player has to wait for his character to stand up. When the timer runs out character stands up with low health and few items on the ground ( or all items.. or none ) then character suffers his injuries for some time ,but still can met all character options. This system would not eliminate player from the game so much as "death" system in diablo does...when you die in diablo you ressurect in the town of the act with no equipment and you can say goodbye to the raid ( boss run ) your'e doing because getting your corpse back takes much time and it is hard to get your corpse back when there are 50 monsters standing and waiting. So my system would give a minus to the player for the death ,but player could still continue job started.
Repent! That's what i'm talking about!
But when you stood up you would be surrounded by the same horde of monsters that just killed you.
Forum Sheriff
Well you would have some or all of your weapons and could fight back.
Repent! That's what i'm talking about!
If you died the first time with all of your weapons and full health, what makes you think you won't just die the second when you have all of your weapons and less health.
Forum Sheriff
its real-time game not turn based game. Think before you post.
Repent! That's what i'm talking about!
ggfds
Sorry if this has already been discussed... I haven't read through all the suggestions, but I'll throw in my 2 cents anyway. Way back in Alpha for WoW we argued about the same kinds of things. My take was this: why in every game are we stuck with the tired paradigm of a negative death "penalty"? It's always so negative. I don't know about other people, but I play games to have fun, not to find ways to punish myself.

So how about the idea of a *reward* for living? The truth is it's really the same thing, but from a psychological standpoint, instead of always punishing a player for dying, you instead reward players for NOT dying. Maybe something simple like the longer you live, you get a bonus to xp or stats, or you gain a random reward/loot for x amount of time. If you die, everything is set back to 0 and/or you lose your buffs and bonuses.

Report Forum Post

Report Account:

Report Type

Additional Info