Death Penalties
I vote for temporary debuffs/weakening effects on the character. This way, your progress is not being reversed (like experience loss), but it does make it harder to progress for a limited time. Plus, it gives you time to rethink your strategy and analyze why you died the last time :)
The Council Speaks, and We Shall Listen
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I think the player should have a choice. Items you are wearing, experience gained, or location. It could even be a combination of the three, making it customizable. That way you could avoid having to lose something you might really want.
Don't mind me, just posting in hopes of a key.
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I like the idea of awarding you if you don't die, i haven't seen that before
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Awarding if you don't die was in guild wars. They would give you increased exp gained and magic find (i think). Would go up when u kill a mini boss and down if you died.
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" agreed, for dying the best punishment should be loss of XP in progressive rate = more you die more you lose XP, maybe even lvl degeneration |
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Just got a little idea.
If you die you can choose to ressurect at the closest waypoint and recive a debuff with -stats/dmg/exp gain% (for 10min or so) or fight your way to retrieve your body and the debuff goes away. You will also loose some of your gained exp(say 20% of total exp gained at the current lvl) so dying would not be an easy way out when done with quests etc. Lost exp will be regained when you get your corpse(say 75% of the lost exp). So ppl who fight to get their body will just get 25% exp loss vs. players who decide to stay with the debuff and a perm loss of their gained exp. |
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" Liking this idea, tried and tested in many other RPG's, hopefully you can't de-level from it though... |
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Well, many good ideas here. But, since you can be in a party with others I think that anything that is going to make other players wait on you for more time than it takes for one of them to open a gate for you is a bad idea.
It can be really annoying to have to wait on another person or persons when you're trying to get your game on. Mostly I'm talking about the myriad of AFK reasons you get in any mmo dungeon setting. So I think a death penalty should be something simple, and only effects the player that died. Instead of losing exp, why not use an exp debt such as EverQuest 2 has? When you die in that game you can get right back to killing, you just have to earn exp to work off the debt before you start gaining exp again. You could even put in a real exp loss after say.. the 4th death in 20 minutes to help cut back on zerging a boss if that is a concern. You could combine this with a durability hit on equipment for a gold sink if needed. I'm guessing in a party if someone is left alive they can either revive folks or open a gate to get them back to the place they died. So again, I think the penalty should only effect the player that died and not the whole party. This kind of mechanic would also work for the single player, to keep the programming behind it less conditional. E |
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I'm fine with the system in place now. If you die on normal, you lose nothing.
Die on cruel-5% exp loss Ruthless-10% Merciless-15% Losing items is a ridiculous penalty, and that in combination with FFA loot will absolutely kill random parties. |
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" This. Demon's Souls does a mild form of this and it works out good. |
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