Death Penalties
" I wouldn't want to fiddle with XP, cash nor items. I would say get 1% increase to all your stats per Personal Experience Points level, up to 5 PeP levels. Lose this benefit on death, where you have ro re-earn it. |
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" Yeah, I think this even might be the best idea yet. You have this bonus: It might even be a slightly higher chance of finding raw items. But to keep it in action you must not die. Otherwise it will take a certain amount of kills (I call it fame) to get it back again. Maybe you even can create a person linked to that, for example if you die you can buy this bonus for a certain high price in order to get it right away and not have to kill to reach this "fame-status" again. Another idea that just got into my mind: Maybe because of that fame that you didn't die (for the story issue - that you didn't fail in your journey) merchants admire you and give you discount for their items or you receive free potions every once in a while. Let me know what you think. I personally believe that with such a great new game should come lots of great new ideas to make it even more unique! Good Luck! May the key be with you!
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I also like the fame concept - when you will die, you will loose a portion of fame and you can restore it only by gaining some EXP from killing monsters. Fame would give you better magic find and/or cheaper prizes at vendors.
If the fame is tough to implement in this stage, it could be done otherwise - after death, you will get a slowly dimnishing negative effect on your magic find. Things like loosing items/EXP/long runs for body/fighting through "Hell" level back to live are imho extremely annoying. Also if death is not something like in D2, where some obscure insta-death can happen (Soul boss packs, fire enchanted exploding bosses, iron maiden, lag), and dying was really your own fault, I wouldn't mind some harder (EXP loss) penalty. | |
I think the method of extra damage to gear, loss of exp, and the run back altogether should amount to plenty off punishment. Knowing that you lost is frustrating in its own thought.
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For me we can do it in two case for normal modes of difficultie :
1- realese in safe area : 10% of gold and XP lose 2- Corps run : 5% of gold and XP lose |
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I think a sort of buff that is either a constant percentage or a smaller, stacking/scaling number based on your level sounds interesting.
You would lose this buff upon death, and it would take a certain amount of XP - maybe a certain percent of your to next level - to get it back or to build to another stack/tier. It does not have to be a major increase, but one that will still be noticably beneficial to players. It may even make the difference on a boss if you're trying out a strange build or something. If having it based on XP is too rough because of a lack of worthwile monsters in an area, it might need to be adjusted but I don't have any ideas on that just yet. |
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for all of you saying that we should be rewarded for not dying as apposed to penalized for dying, thats stupid. Your reward for not dying is getting more loot and progressing in the game. playing the damn game itself is the constant reward. giving someone kudos for something they should already be doing anyways is dumb imo, so why the hell not take away a little bit of their rewards when they die, aka %derability/xp or watever. (which is axactly wat most games like this do) and I am also a fan of deaths without penalties as well bcause I agree that dying in and of itself along with having to restart from town or a checkpoint is penalty enough.
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" Most motives in live are incentive based, not fear. I pity the ones that don't. Also companies have learned over time that the best motivators are incentives. Giving people a bonus for not being sick turned out to yield much better results then punishing people for being sick. I believe it works the same in games, even if you think i'm dumb and stupid for that (have we met?). What other games do with death penalties is nothing more then a nuissance after dying, whereas working towards a bonus is much more inline with the "leveling" nature of these games and much more enjoyable. In then end you are still punished for dying, you lose the buff. |
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" Well of course your absolutely right. I wrote that cus I was in a bad mood :D. I actually work in a place that gives periodic bonuses for doing well so ik it works. No I don't think we have met because I'm pretty sure the guy you were thinking wouldn't have admitted he was wrong. :P So here's something to think about then now that we are on the same page. Should said buff disappear when you log out or carry over to your next session? |
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" It should stick until death. How fast you build up these bonuses, and how many levels of them requires some balancing ofcourse. I would say 5 levels, where each level requires a lot more xp to build up. To get to 5 levels could well be 16 hours of killing without death :) |
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