Death Penalties

I would definitely suggest a gold and xp loss. As far as a Xp loss goes, it should not drop below the amount of xp the player has gained since start of play time. For example: if there are continuous deaths the amount of xp would not drop below the total xp gained by the player since the start of his/her game nor should it de-level a character. The same would go for gold during a play session.
The obvious xp loss is obligatory, but I think that the idea of a debuff to your char for a time (say, anything between 1 and 5 min) should work well in my opinion.
This idea works wonderfully in lord of the rings online (even though in a not a action rpg), and depends on the level of the enemy that killed you. It reduces your maximum life and the damage you do and receive by a fixed amount depending on the debuff level, and the timer resets if you die again. Nothing too bad that makes impossible to fight, but hinders you. You don't want to fight a boss while debuffed after all.
And it should be removable by a item
In this world,

There are still people that know my name.

That they remembered,

Is mortifying, intolerable! Yet,

I'm glad, so glad, that my tears won't stop.
i believe the typical arpg death penalty is fine. Gold and a little exp. And when you get your body back you get say 50% of the lost exp back. So say dying loses x% of what you have, you gain 25-50% back when you pick up your body. I felt the death penalty in diablo 2 was good. You could make it more costly to exp or gold and would still be pretty fair.
i like the idea of a modest EXP loss
or the generic rez-sickness with durability loss like many other games.

since this is a casual style game, you should not penalize the character with a "hell" style corpse run..

but then again it should not be sugar coated to the point where death is meaning less.

I personally think a combo would work

- some minimal XP loss (perhaps 1-2%)
- some durability loss (which equates to coin/gold loss if you need to pay for repairs)
- some temp 1-3 minute stats loss
I'd like death to be something very meaningful that makes you have to think about what you're doing.

I'd hope death would be something you don't do very often (unless you're reckless) but when it does happen it really hurts.

It puts more of an edge on the game. I personally liked the games I played where you had a % chance to drop items. It added excitement and a sense of danger.
Good ideas
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AllenJ66666666 wrote:
Good ideas


hi multiaccount user post counting ha?


I'd rather something that wasn't -xp and gold. I think that they aren't really much of a deterrant. I always found the -xp and gold just broke my immersion.
well after seeing some videos of the beta... there does not currently seems to be any gold in the game... perhaps this is going to change as time goes on...

or perhaps it will truly be an item driven economy. If their is no gold, then i'm guessing that my previous statements about durability loss/gold loss would have not be valid. not quite sure how the game would work without the gold mechanic.. so i guess until i get into the beta and see how it all works currently.. i don't think i can give a fair opinion on this topic.
I think players should have a % chance of dropping items from their body on death and being killed by a player.

If users don't want to risk losing items you could add a system where they can use their exp from their exp to protect an item. Rarer the item the more % of your exp it will cost.
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