Death Penalties

I agree that exp loss seems to be the way to go. No one wants to loose EXP, but at least you're not loosing your heard earned items.

I like what the did in Sacred 2 (I think it was Sacred 2?); where you actually get weaker, like your health/mana drops 25%. I thought that was an interesting penalty. I would assume most people would just leave the game and rejoin, but if you're far into a dungeon and don't want to redue everything, it would certainly add a level of intensity knowing you health/mana has been halved.

Anyway, sorry if this has been mentioned a lot.
I love lamp
I think I'm leaning towards just having an EXP penalty, unless there is PVP involved.

I am cautious to have something where you take a penalty to gained experience for a limited time because it will cause people to just quit until the timer is done.

I think the best system would be similar to the one mentioned by bkboggy where you slowly accumulate an exp gain bonus from killing (maybe every 15 minutes if you make 5 or more kills you add +1% bonus exp, to a max of 110%) and then lose your bonus and a chunk of exp when you die. Having a gameplay requirement to return the exp rate to maximum means people will not be able to AFK to get rid of it, but it doesn't really get in the way of gameplay.

So this is what I think is best:
1) No item drops (maybe OK for some leagues/PVP settings)
2) No stat penalty
3) Some amount of exp cut (10% of a level maybe?)
and EITHER
4) Penalty to exp rate (e.g. 90%)that can be returned to normal by continuing to kill enemies for maybe 30 mins
OR
5) Bonus to exp rate gradually gained by killing enemies for a set amount of time (e.g. +1% gain every 15 minutes, if you have killed some enemies during that time) and maxing out at e.g. 110%. Counter resets to normal 100% upon death

I don't think there should be a "free pass" system where you lose your exp bonus instead of taking a full death penalty, because I feel like that removes the aspect of permanent loss.
IGN: SpudOfDoom | The Exiled - Path Of Exile's oldest clan
I am wondering how easy it will be to die in this game. Like are the boss fighting going to be really hard if you don't know what your doing, is it going to be easy to pull lots of monsters and get yourself killed? Obviously with hardcore leagues you shouldn't really be dying once you know what your doing, unless its from PvP.

I like the idea of an exp buff/penalty, where you exp increases for not dying while in combat, but will decrease when you die and will even drop below 100%. The main problem I can see with this is if it will be much of a penalty at higher levels where I presume you will be focusing on upgrading your items for than levelling.
I think you can add a new parameter - ASE which means average survival experence.
ASE can be defined as (the total experence that a player gained)/(1+ number of death).
AES have influences for a character: 1.experence gain rate 2.price and quality of the goods in shops 3.higher ASE allow player to receive better and more challenging tasks.
This penalty is a penalty forever and can definitely make players try their best to avoid any death even if they have died recentely. Also it does not really weak a character, so for a new player, even if he dies everyday it's still OK to continue.
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hcx wrote:
I think you can add a new parameter - ASE which means average survival experence.
ASE can be defined as (the total experence that a player gained)/(1+ number of death).
AES have influences for a character: 1.experence gain rate 2.price and quality of the goods in shops 3.higher ASE allow player to receive better and more challenging tasks.
This penalty is a penalty forever and can definitely make players try their best to avoid any death even if they have died recentely. Also it does not really weak a character, so for a new player, even if he dies everyday it's still OK to continue.


If I knew that I made a mistake with a character that will alter his options within the game for the rest of its existence... I would not want to play that character anymore.
"Life is a tragedy when seen in close-up, but a comedy in long-shot." - Charlie Chaplin
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hcx wrote:
I think you can add a new parameter - ASE which means average survival experence.
ASE can be defined as (the total experence that a player gained)/(1+ number of death).
AES have influences for a character: 1.experence gain rate 2.price and quality of the goods in shops 3.higher ASE allow player to receive better and more challenging tasks.
This penalty is a penalty forever and can definitely make players try their best to avoid any death even if they have died recentely. Also it does not really weak a character, so for a new player, even if he dies everyday it's still OK to continue.


Permanent gameplay effects should not exist as a death penalty. That's what hardcore and cutthroat modes are for.
IGN: SpudOfDoom | The Exiled - Path Of Exile's oldest clan
I agree with the idea of having an experience and money penalty.
If you don't like ASE, another simple way is to record the death times, it will have effect to make player avoid to die.
I think a death penalty should be permanent because death itself is enough to make player feel bad, more temporary penalty is just waste players' time. In other words, if we can offset these penalties just by paying more time, I don't think it will be a good way.
Last edited by hcx#3539 on Jul 22, 2011, 2:16:25 AM
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hcx wrote:
If you don't like ASE, another simple way is to record the death times, it will have effect to make player avoid to die.
I think a death penalty should be permanent because death itself is enough to make player feel bad, more temporary penalty is just waste players' time. In other words, if we can offset these penalties just by paying more time, I don't think it will be a good way.


I just really, really don't think a character should have its potential permanently cut down because the player took a while to get good at the game. A penalty that has a permanent stats cut would dicourage people from playing in groups or taking risks. And the less sturdy classes would become enormously underplayed.
IGN: SpudOfDoom | The Exiled - Path Of Exile's oldest clan
The game has to appeal to softcore players as well, and that system would deter them.
"Life is a tragedy when seen in close-up, but a comedy in long-shot." - Charlie Chaplin

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