Death Penalties
|
How about that when you die you get a penalty, say 50% reduced exp gain for a certain quantity, lets say, for the next 1000 exp you gain, you will gain only the half, so you need 2000 to "break the curse". If you go back to the place you died, and you pick up your "soul" the penalty now lasts for a fraction of the oringinal exp, say now you only require 500 exp.
|
|
" doesnt Dins Curse have this kind of penalty system? |
|
|
I think that when you die you should lose ur worst item or a certain amount of gold/coins etc. As this will make it more interesting rather than dying and losing nothing because u should lose something for not being able to stay alive.
In terms of pvp there could be a mode where you lose nothing for a death or gain a good item from the person u killed/beat |
|
" Now this sounds like a good idea - reward those without deaths. It could be an additional quests, an adrenaline boost which increases attack, defence or both, special aura/skill or you could build up a point system which you can use the built up points to exchange for items, the more points the better the item. To build up the points can be done via different ways; collection points of soul for every kill made without death, or time based (time probably a very bad idea with players opting to go AFK for prolonged periods), could even be a conjuction of both x amounts of mobs/bosses killed in x hours = x amount of POS. | |
|
Death penalties that cause you to lose money/exp/loot/character are all the same, basicly all you lose is time so why not just make the character not able to move for 5 minutes or so?
| |
|
Everyone should remember that Death penalties do not make the game harder (only more irritating in most cases).
When the death penalty is harsh enough (hc mode) it only encourages carebear tactics. | |
|
My idea for death penalty is not only exp penalty but... time penalty for respawn :P
Let's say it would be based on level AND on how many times u died that day (reset each day). Something like u need to wait for respawn... respawn_time=level*2*times_u_died seconds; (and this would also affect people health, those who play a lot - if some1 die, he will probably take a break from pc for these few minutes :)) Of course that would be for PvE deaths ;) Item drop is not a good thing I think... This can make people mad ;p I got another idea which I wanted to implement in my wc3 map hero-def :p, so u may make use of it: The longer your character is alive, the bigger exp bonus u get (for example starts at 100%, and 1% bonus per minute OR few monsters killed, and cap at 300%) | |
" Pretty much feel the same about what rabidwolf9 said. XP loss is ok, but these shouldnt be 1=1 vs D2; how it was made there. Powering up enemies that you tried to kill is one thing, maybe give them full hp + some sort of buff for X amount of time so you dont have a chance to kill em straight away. Death penalty should be there but no bonus for just staying alive. Example if there would be a bonus of staying alive, one could idle in town for waiting bonuses before venturing forth. If bonuses would be tied vs venturing forth as the game progresses then it would/could make sense. IE. you complete ACT1 without dying, u could get a random item of X type. 2 Acts random better item of X type and so on... PainHammer (templar) - 18 LEGACY
MsPain (witch) - 23 LEGACY MokkaJorma (duelist) - 37 LEGACY HaveALittleFaith (ranger) - 38 LEGACY NoGodsNoMasters (marauder) - 64 LEGACY |
|
|
I liked the idea used at Age of Conan; here it is, combined with my own thoughts on how to further improve it.
When a player dies (by PvE), a tombsone at the place of his death created. This tombstone lasts for a limited amount of time (like 45 minutes) and containes inside of it a certain percentage of player's experience needed to be gained for another level, and prevents any further gaining experience until the player comes back and touches the stone. Every five minutes, or so, like 20% of this experience contained at the tombstone is lost forever for the player, but he has a 20% amount of new experience gaining speed returned back to him. After 45 minutes and player did not appear at the scene of his death, the tombstone becomes available for touch by another players. Again, it starts with returning the full amount of the experience contained to anybody that touches the stone, but with every five minutes the amount significally decreases by 20% untill the stone disappears completely. Important notice: if the player had only gained, say, 1% of experience since last level up, and the stone penalty usually grabs 5%, it can only contain this 1%, no more. It may encourage players that just gained that new and shiny lvl up to go and explore more dangerous places without sacrificing too much. It would also reduce the possibility of massive pk battles on the tombstones from the players that would like to touch it themselves later instead of letting the original stone owner to take what originally belongs to him, at time. But it will still create a nice potential PK ground for the players from tough pk leagues. Not to say, it teaches an inexperienced player an important lesson, and provides just enough frustration to get hurt from the occasion but still wanting to play the game despite possible multiple failures. Proud Beta tester.
|
|
|
personally i am not a fan of loss of exp, rather have the body pickup idea or gold penalty
|
|























