Death Penalties

I have not read every post, so this could be repetitive.

My league of choice is Hardcore, but thats spelled out. What about my Characters that drop into the realm of softies, I need more consequences....

On the Death Penalty:

-In my experience with RPGs of all types I think some percentage(%) of experience loss is a must. I favor something high (and scaled with level) to make people think twice, there's no relaxing in a dungeon crawler.

My idea...

-To sort out what else might occur on death, losing the gear you wear may be too much for many (I love it), but what about the items in your inventory? Those should be fair game.

It could be tweaked like this. When you become over burdened past a certain percentage(%) of your inventory, then the remaining slots become liable to lose their contents on death. Since this is a game of the Diablo seed, we need randomization. The death would trigger a drop on anywhere from 1- ?? slots, from random inv slots based on how the devs see it. There could also be a designated area(pale red/blue background) of the inventory that is safe from on-death loss of content.

To me this makes sense and follows the cut-throat, frantic feeling that these games are loved for.

Last edited by DinoD#6453 on Aug 15, 2011, 10:16:57 PM
Death Penalty should be to run back for your body.


Revived back at the starting area.



But everything you killed has re-spawned.
Death penalty should be different, if at all possible, in regards to difficulty level.

required level of current gear increments by one, potentially making it less usable/useful.
Difficulty Level Naming?
cruelty < torture < annihilation
after Deaths
-You lose exp
-You lose 5% of gold
-You run where you died
-You get something in the style of your character's weakness for 5-10 min


losing the gear This is not good idea :P
I think you should start in the town next to you.
- some loss of XP (increases with difficulty)
- some loss of gold (same as above)
- you respawn in the current ACT town
- if you died while fighting boss monster, his pack should be resurrected and the boss fully healed;
Excuse me for not going totally reading all 57 pages, but i just had this idea.

actually i have two but one of them in heavily inspired by another game.

First one if you die 1 random selected treasure is moved to another area maybe its moved back to some place you already investigated fully that would make it very irritating to die.

It could also just be moved 1 area further down. That way you don't lose the items in the treasure but you still have to like Consider not dying because you know a treasure got moved and won't be as easy to find.

Another thing was to create Blood Spots where you lose a 25% of health until you find a blood spot this could be the place where you died or just outside that place you died (if its a boss) it could also be like other players blood spots so there would be a hunt on finding where other players died.

Sadly this is probably way to late to even talk about but i just thought i gave my ideas in anycase.

Now back to reading the other 50 pages of ideas :D
Last edited by webcider#0433 on Aug 16, 2011, 10:13:57 AM
death = permanent
when you die your items drop and a message is displayed on all channels that you are dead, the name of your game/pass, and what your items are.
For PVE

You lose 5% exp.
You have to run where you died.
You lose 10% of gold (money sink).
You lose one item, when you die (random).

For PVP:

You lose 10% exp.
You have to run where you died.
You lose one item, when you die (random).
Playing POE since 0.9.0

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