Death Penalties
" Actually, if you made that work on a timer system, then if you make it on time, your penalties are X but if you fail, then Y. That would add a little to the excitement of death. |
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An experience penalty is best. Regain 50% of experience lost if you kill the monster.
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dont make players lose exp, stats or items when dying, cause that just sucks, do that on league not on casual.
maybe you should just make their exp gain less for an allotted time BUT DON'T MAKE THEM LOSE XP. ex. player dies, instead of getting 100 exp from zombies he only gets 60 for 30 minutes. maybe you could also decrease their magic find percentage? so that if he dies in a boss fight, the penalty would be that he gets less magic items than he'd get if he didn't die. ex. player fights boss, he dies, magic find decreased to 70 percent for 30 min, so if he decides to finish up the job he gets less reward than he would normally get. sorry for my bad grammar Last edited by DicDec#5119 on Aug 18, 2011, 2:30:26 PM
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I really hope there won't be experience loss from deaths. Never been a fan of it.
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maybe when you die you have the choice of exp lost or gold depending on your level and it increase if you die within a 5 min timer or so.
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At higher difficulty levels I think there should be an experience loss. Maybe also a respawn sickness period where you have less attack power/mana. There needs to be some sort of meaningful penalty elsewhise there is no reason to take things slowly or be afraid of entering that lower depth of the dungeon.
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" not bad :D but what is x and y xD x -> spawn like written y -> pay 5% ep and your name changes to noob for 5 min... your face god damnit xDDD skip the last words xD me gusta
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" The way it was in Diablo 2, with the experience loss like you speak of, it made it painful when you died due to stuff you could not help. Iron Maiden, Lightning Ghost things, Multishot-Lightning Enchanted monsters, stuff like that. Maybe if this game did not have content like that, or if every player was forced to build their character for survival instead of how they think it'd be fun to play (developer indirectly limiting playstyles...), then a heavy penalty would be fine. If it takes you 100 hours to get from second-to-last level to the last level, and you die and lose 10% exp, would you feel like you still liked the game? I would quit for the day and go do something else because I just wasted 10 hours. Even losing 1% exp at that point would feel like a waste. I don't know how many times I've had my computer freeze, or my video card crash during Mass Effect 2, or similar games where I hadn't saved in an hour or more and have to restart an entire mission. I don't want to replay content unless I feel like it. As for running back to your body, I'm all for that. But do you do it naked? Or maybe instead of running back to your body, you should run back to your "soul" or "essence" or something. Make it so without your Soul, your stats are reduced by 25% and your experience gain is reduced by 50%. Make it an incentive, but not a necessity to recover your Soul. And still be able to fight without it. |
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" I like this idea a lot! In my opinion anyone who would quit based off time lost due to the time sink in the last 10 lvls or so wouldn't be leveling up that high anyways. Look at d2x nowadays... how many ppl who aren't botting do you see lvling past 94? Not many.. but the ones who are get a hell of a rush out of it! I believe an exp penalty is the only way to add an amount of excitement to those near death experiences. What else are you playing for once you reach those levels anyways other than bragging rights? If someone is that dedicated most any other penalty won't matter to them. |
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" Well yes, something like that :P If you succeed, the penalty is lower, if you fail, then it's painful. |
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