Death Penalties
I do not like the dying and leaving your body + items behind system. Because if you come accros an enemy that is to dificult for you because your level is too low. Then you have no chance of recovering any of your items unless you gain 5 levels by exemple.
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THIS IS ON TOPIC PLEASE READ ALL OF IT.
I think that there NEEDS to be a sort of renown system (boss monster reward only) if you have so much you can "purchase" new titles... that being said DYING should reduce your renown score/xp. Dying should reduce your renown score to 75% of what it was before death but have a tombstone like in Titan Quest to where you can get back some of your debt xp/renown. The tombstone should only give back 15% and dying should never take away a level or title. A weak boss should give 5 RP, and a really strong boss should give 500 RP. Champion and Hero monsters should give 1-3 RP a piece. Killing every 100th monster should also give 1 RP. So if you die you are less popular than if you are Rambo "the Mighty" (60 renown points?). You could even be "Great General" Barbodos "the Tyrant" (2,000 renown points/ 5,000 renown points). I love virtual brutality so save it for the Mobs...
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This system with the Prefix Title/ Suffix Title will allow players to further customize their characters' names as a reward for doing well in the game... if they die a lot then it will take them a LONG TIME to get GOOD TITLES...
I love virtual brutality so save it for the Mobs...
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Death in games has become SOOOOOoooo ridiculous it's laughable. I remember in AoC dying to get across the zone faster.
Death needs to BE SCARY !!!! You should try your hardest not to die and if you do there should be a major penalty of some sort. All you young kids these days, I remember a time when you actually had to beat a game on 3 lives. If you die you should drop all your NoN-equipped loot. You should also have a small chance of dropping a random equipped item that would definitely put the fear in dying, without being too harsh. I am saying a small percent like maybe %5 percent chance to drop an equipped item. This would do tons of things, one a very low level character might stumble apon a fight gone bad and pick up a level 80 piece of equipment. Exciting and random. He may pick up the item and return it to the owner for some sort of reward. Or the MIGHT tank lost his epic armor and cant go in the dungeon to retrieve it so he asks a bunch of guys to help him fight back through the dungeon and get his item back. Every time you die first thing you will do is open up your inventory and check your equipment lol even though it is a very low chance you actually lost anything important : ) |
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" that is what I said too... You didn't turn out your phone in church?!
It may be God calling. |
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Well hardcore you only have One life to live, so burn through it!
I love virtual brutality so save it for the Mobs...
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If you worry about death penalties being small.... then play hardcore.
"Life is a tragedy when seen in close-up, but a comedy in long-shot." - Charlie Chaplin
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" Yeah I feel like people really need to split out their discussion of death m=penalties by league. All of my suggestions are based on default softcore gameplay. It would be incredibly stupid to force rules similar to cutthroat or hardcore modes upon more relaxed players who just want to feel the progress. Penalties like item drops are the reason cutthroat mode/leagues exist in PoE, so that players can play whichever settings they think are best. IGN: SpudOfDoom | The Exiled - Path Of Exile's oldest clan
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as this is a thread about death penalties i will simply throw my idea of a softcore (!) penalty system in here.
would be nice to get some feedback :D long thing short: in my system player find items with better values the longer they are alive in combat (maybe even better when in a group?) i would say lets give this system 5 "level" those level have a slight chance to increase when a player kills mobs for example: Level 1 : 5% chance to increase Level 2 : 4% Level 3 : 3% Level 4 : 2% Level 5 : 1% each level gives a little bonus to the magic boni of a found item (note: the basic values stay as they are) for our example with 5 level: Level 1 : 3% boni to all magic stats Level 2 : 6% Level 3 : 9% Level 4 : 12% Level 5 : 15% now if the player dies he lost those level completely requireing him/her to kill mobs again to gain the boni back in adition i would add a similar boni to player in groups just with higher values maybe ending at +20/25% instead making teamplay an opportunity to gain stronger items (this boni should be lost if a single teammate dies!) im sorry for any mistakes (spelling/sentences) i made as english is not my nativ languege and i hope my idea is understandeble IGN - SunChaos, Syldra Last edited by SunChaos#5057 on Jul 25, 2011, 5:56:04 AM
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" ImHO this is the best way,dying is scary although the punishment is not to crazy. |
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