Death Penalties
if u die u should be put in hell and u have to fight your way out. also you should lose your items if u die or -xp on ur stats
|
|
Yeh nd uf u die then mnage to get out of hell den you can come bk with a fire demon swrd nd armor!
Cheaper than free... Speedtree
|
|
death penealty:
1 fatique: life, speed or damage or all combined 2 injury: max life, mana, speed, stats drop 3 corpse: release run back, item drop 4 disarmed: time release, first aid needed (buddy/item), 5 combo relase (random arrow combo) 6 choise system (fatique damage, corpse, xp loss: option) 7 way point setback you can do one or combine them for a more execive penealty 1(life)+ 2:(speed) + 3: (item drop) 4 (time relase) with the combo you could do some fun recovery systems like 4 (first aid needed) + 5 (random arrow combo) so another player could start a arrow combo to do a full recovery posebly with a penealty for slow or failed attempt or action |
|
How about a bonus/penalty system like-
As long as your killing mobs that are close to or higher lvl than yours you build up a small xp bonus 5-10% numbers would be for GGG to figure out lol. Upon death your bonus would turn in to a penalty to xp gained -5-10% and you have to rebuild your bonus back up I know this would certainly make me not wanna die. Along with this could be a repair cost for armor there would have to be a second penalty for this system as max lvl chars wouldnt care about a xp bonus. Check points need to be in place no on one wants to wait on you to run all the way from town to get back to fighting or some kind of summon party member ability or something. Power penalties I feel the same way about if your in an area that is very hard for a group the last thing you want is a gimped party member returning to battle especialy if they have already fell in combat. This system will have players fearing death for the xp penalty and rewarding players for surviving harder areas. There would have to be safe guards on a system like this to prevent rushing of lower lvl chars.We wouldnt want lvl 25-30 lvl chars fighting with 10-15 lvl chars building up their xp bonus and the lower lvls just eating the xp pie. Imo this could be a decent system |
|
Death penalty/bonus has been discussed. I think it came down to it being a nuisance and most people would rather have a set exp loss then a penalty that runs out after a set amount of time/monster kills/etc.
Also GGG ruled out repairing because they don't want to use it as a gold sink since PoE will be a item based economy. As far as check points go i don't believe that GGG has stated anything about them yet. Don't mean to shoot you down. We kind of need to post a in depth compilation of everything that has been written. its just piled up a lot over the months. Yes good sir, I enjoy slaying mythical creatures.
|
|
I would make it by giving penalty on amount of deaths in the day.
1)First death of the day - no penalty 2)Second and third - small exp reduction (2%?) 3)4th and 5th - medium exp reduction (4%?) 4)6th and 7th - big exp reduction (6%?) 5)8th and 9th - big exp reduction ,debuff reducing drop rate(15min) 6)10th and more - big exp reduction ,debuff reducing exp gain and drop rate(15min) Though the numbers of deaths is to discuss as i dont know how many times usualy people die in one day. |
|
you don't really want to introduce systems that add incentive not to play the game over time.
If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
| |
But you want also your in game choices and play style to matter. If there is no significant death penalty then death becomes meaningless and "human wave" types of tactics (where you can just butt your head against any mob or boss until you die, respawn, and do it again until the boss is dead) becomes a legitimate way to play the game.
It is a problem in Diablo 2 as well, what with being able to plant down a town portal whenever you want if a boss is about to kill you, get free healing in town, and walk back through another party member's portal (so neither of yours disappear) to rejoin your party. I feel that having a strategy and tactics against monsters beyond stand still and hit it until I am low on life then run away to heal up, lather, rinse, repeat, is important. |
|
It seems to me that players only have one resource that the game can take away to punish them for dying, and that is time. Well, the game can also try to assault a player's ego by having obvious indications that they die a lot, but that's hit or miss.
The two approaches that seem to have been most put forward in this thread are taking away already invested time by having an experience penalty on death, or by making post death time spent not as effective by having some form of death penalty or survival bonus. The disagreement here seems to stem from needing a steep enough loss of time to discourage reckless behavior while not having one so steep that it discourages playing in general. For that, I'd like to propose a different way of fining players their time. Have monsters regain all of their health when a player dies. This can be limited to just bosses, just boss and unique monsters, or apply to all monsters. This completely prevents players from throwing bodies at monsters to advance. It also punishes bad strategy and reckless behavior more than it punishes accidents, lag, and technical problems, because players who would have succeeded except for an accident or glitch will probably succeed on a second try, while players who simply failed to kill the monster will continue to fail to kill it. There is a major downside to this, however. Suicide becomes an extremely effective form of griefing, especially on boss runs. This would need to be addressed by extremely harsh penalties for deaths past a certain number in the same location of the same instance, some form of conditional ability for players to remove a griefer from the instance (such as after 5 deaths in the same area), or something. |
|
First thought: this approach disproportionately impacts characters who rely on damaging multiple enemies at once (rather than killing one and moving on to the next).
Second thought: different sorts of death penalties at different times could possibly ameliorate this effect. One death might heal the monsters in the area, another might resurrect one or two of the ones you'd already killed. Yet another might simply make the ones who are left faster, or deal more damage. Third thought: Player death causes one (or more) of a number of undesirable effects. Which effect occurs is random. So, you might get off easy on one death if, upon dying to the boss, it simply resurrects a minion. But there's always the chance that it will return to full health and reset all your progress with him, or get even tougher. Separately, though, the griefing-by-suicide is also a good point - evicting players from an instance (either by vote of the other players or automatically after a certain number of deaths) seems a decent way to go about it. 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!" |
|