Death Penalties

Multiply hit points for not dying is better i think
The Force be with you
I was thinking, that we do need some sort of penalty. But this is a casual game, we're not talking EQ1, with 2 hour long naked corpse runs and losing exp to the point where you can de-level.

since this is a more casual style action rpg, the penalty should be suited towards that. perhaps even a scaled penalty..
for instance if it was a rez-effect debuf that would last longer the higher level you were.. there for lower level players are not penalized as harsh as a higher level.

i still believe, until we know for sure if gold is going to exist... a lot of the death penalty options focus around that, be it direct gold loss, durability/repair costs... etc

lotta good info in this tread, hope to see the best balanced implementation of all of the ideas.
all gems loose a level...ouch
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Lyncus wrote:
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.


When I say % of exp, I mean a % of totally exp gained (your exp bar).
[b]admin@exiledatabase.com[/b]
Last edited by Lyncus#3212 on Aug 23, 2011, 12:16:18 PM
One option that would be based upon the standard that this a casual rpg is to have a random mob in the area swipe one of the items of the corpse and you cant get that item back till you hunt down and slay that specific mob. Other players will not get the drop if they kill that mob and if that mob is slain by another player character a different mob will spawn with that item then. This idea makes the character return to this area to find his lost item without a real xp/gp penalty. The mob can be random or you can signify it in a variety of ways. The character will not truly know what he lost until he gets his item back unless if it was randomly chosen out of his back pack. This is where it becomes fun, because if it was something that was not equipped and they don't remember their storage well they could be hunting down that mob for their sacred and powerful weapon or maybe it was one silly little gold piece.
Well you could have your skills EXP Drop back to the 0 for the level of the skill and loose some money.
You could do what they did in torchlight respawn in town for no penalty respawn at the zone entrance for an exp penalty say 1 of your skills goes back to 0 in its and respawn where you died all skills exp total is 0 (0 exp at their current lvl just to clarify)
You guys must decide around what exactly will the game economy revolve and include it in creating the death penalty for "soft core" leagues . I mean if it is going to be some money sink that can be avoided by any means ( like every time i go to farm i can put the lowest amount of money that i can carry and gg see ) , it's just not worth implementing it .

Now losing gem lvls and item drop etc is out of the question the way i see it , pretty much self explanatory .


Exp. loss can work if there will be exp reqirement for certain aereas but on the other hand if we get exp REQ people will abuse it to stay at certain lvl and farm for ever with their alts .


The way i see it from a f2p point of view you can implement minimum cash limit to continue to gain exp meaning if you die and you don't have the gold required you can farm but you can get exp which will boost the game economy as a great money and time sink ( both things prooved to be of major importance in every mmorpg out there aka money + time sinks ) .

That's how you may * ( never said CAN or anything mind this ) contain the inflation of the ingame currency ( idk if there is going to be Auction house or a trade channel in the forums , i know you haven't decided yet ) + create a decent time sink to punish people for .. facerolling so it's not like in D2 people didn't need gold for anything and when they die in SC you just get back and take your corpse or make another game and auto get your items back ( which was pretty easy and .. idk dumb ) .

Ridiculous low ingame currency gains in such case will be a great plus to this system if ever implemented .

tl:rd :
Minimum ingame currency pocket limit + exp gain restrictions if the limit wasn't met creating time + money sink to punish the players for not being carefull enough .
Low ingame currency gains from mobs so the system can actually work .

Maybe minimum lvl requirement for certain zones but i guess this won't be necessary since it will contradict the RNG factor in the game .


Still waiting for my key to test the game QQ .
I Dislike any kind of major death penalty. Anything more than a longer respawn timer if you die to many times in a small window of time I think is overkill and just gets annoying. The death penalty is dying and you do not succeed. It does not have to be anything more.
The Black Dahlia Murder > Your favorite band
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Chris wrote:
The purpose of this "Developer Discussion" forum is for us to discuss topics with you that we feel we need feedback on.

We haven't decided on a system for death penalties in Path of Exile. Clearly in specific leagues like hardcore there is a well defined death penalty, but we haven't come up with anything solid for default play.

I understand that this has already been discussed here, but I'd like to build a bigger discussion that hopefully results in some kind of decision.

Currently, when a player dies, they can respawn (with no penalty) in that act's town. We will probably be introducing something like town portals, soon, so we're going to need a more appropriate penalty.

We don't like the idea of dropping an item upon death, because players of the default league have specifically chosen to not suffer permanent loss when they die.

Having an experience penalty is possible, but maybe there's something more interesting we can do.

Do you guys have any ideas for how we can handle this in an interesting way?


Maybe you could reset the instance they were in if they were solo when they died. The penalty here would be wiping their progress in that instance.

Might be kind of hard to implement with parties and people who are saved to the same instance as you but left the party...

Another idea would be to de-level (remove 1 level of) one of the player's skill gems (that they have equipped) at random.

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