Death Penalties
I really like the hell idea but coupled with an experience penalty.
Hell would provide enough monsters to kill to regain your lost experience with some extra but as mentioned in other posts you would have to use standard, simple equipment found in hell. You could for instance choose when you die whether to take the Xp hit (enough to make the hell earned XP profitable) or go through hell to try and redeem it! Edit: spelling and clarity! Last edited by fr3tles5#5080 on Sep 11, 2011, 5:21:32 PM
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I believe the best penalty would be one that can be recovered from and not be trivial at the same time. I suggest that when a player dies, that the items that character was wearing loose a random amount of quality. This would convey seriousness of death to a certain degree and not be something insurmountable. The penalty could also be tied to the difficulty level in which the death occurred. The higher the difficulty the more is lost. This is to keep the death penalty equally hard on both new and veteran players alike.
Last edited by amindamok#1800 on Sep 11, 2011, 8:16:59 PM
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I´m thinking a good way would be, if a player dies, there is no penalty, and a timer would start, if that player dies again within the same hour (or within a certain amount of time) then they are penalized, and the more often they die within that hour or time period, the bigger the penalty. After the time has passed, it is reset. Penalties could be XP, or a debuff that as you die more often within the time limit, the debuff gets stronger
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Yuuki --------------------------------- |
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" This sounds like a good idea. Getting ganked would be annoying though. Dying shouldnt be so much of a punishment imo, getting a DC or dying from lag is not always your fault, would be stressfull to lose all your gear duo to that. |
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" I definitely like this idea, though I can see a player abusing the system, so I'd suggest death from a player should bring a different penalty. Just a few quick examples: - Death via Monster: Debuff: -10% exp gained for 1 minute and exp loss (based on level and difficulty) - Death via Player: This is a tricky one. Perhaps a reduced damage vs. players debuff? | |
- Death via Player: This is a tricky one. Perhaps a reduced damage vs. players debuff?
[/quote] i definitely dont like this idea... because when i die then i must wait for the debuff until it disappears . |
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" I dont agree with this type of debuff for pvp, as you have no chance of killing anyone until the debuff is off you. I would suggest that you dont get a debuff for dying in PVP, rather lose some of your pvp ranking. The debuff idea would only be suitable vs monsters, but then again, if you get the debuff, how the hell are you going to kill the monster if you couldnt without the debuff? :P maybe a debuff or reduced armour or damage isnt so good, maybe something that doesnt affect your gameplay as much would be better? like your running speed or something? ---------------------------------
Yuuki --------------------------------- |
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" Having mobility in PvP is pretty important, at least from my perspective. If slow effects can stack (lets say it caps at 50%) and if I can keep you locked down in that state until you die, it's just as devastating. (Especially if it's anything like Diablo 2. No Faster Hit Recovery + Chilled hurts when trying to cast spells). An example could be something along the lines of: - Wait to ambush you while you're fighting a group of monsters. - Bring your health down low enough. - As you try to back off or run away, I could keep you slowed and let the monsters finish you off, or simply kill you while you try to run. This could be worse after falling prey the first time and attempting to retrieve your body. Right now, I'm more inclined to agree with yuuki's suggestion to have a loss in PvP ranking, or no penalty at all for a PvP death. | |
pvp shouldn't be a carebear game. you should have a penalty for dying, along with a reward for killing. not some boring ranking crap.
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I always liked the way that asian style MMO's handled death penalties. I loved that you lost EXP in FFXI. I loved that if you were killing a lot of people in L2 you went red and had an increased chance to drop items.
Maybe you could do something like that ? |
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