Death Penalties
I am in favor of the Loss of EXP Death Penalty... It extends the game and makes it harder to level. Even the loss of abilities makes it that much more important to get your level back. True you'll have your crew of lvl 1 twinks running around in high level gear... but maybe there's a good counter against that (can't lose levels?)
I don't know, but in addition to that -- don't put a level cap! Instead make it so that you still get experience (Like in Legends of Kesmai) and gain levels for prestige purposes (you don't get extra stats or abilities) and make it double for every level. i.e. lvl 1 - 10 exp, lvl 2 - 20 exp... etc... That way you can keep a kind of competition amongst those hardcores to be the highest level etc... Hell maybe even make pvp leech experience... A few ideas to throw on the table. -Wanderer |
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Maybe this was suggested already (wasn't browsing 77 pages to see lol) but maybe have an EXP and potentially drop related debuff that will be applied every time you die.
Say a debuff that gives you a 25% experience reduction for 15-30 minutes. Every time you die with that debuff on you, it resets it back to the default time. Or potentially something that lowers your chances for getting really good drops with a similar duration and reseting mechanic. Maybe that's too harsh, but I feel it makes death have weight without the player losing the gear they've already earned, or sticking us with horrible corpse running. Last edited by Reddaye#1083 on Sep 17, 2011, 10:29:55 PM
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I don't know if that as been proposed yet, but you could give a quest xp bonus to a character who made a quest without diying, rewarding the player for his prowess instaed of punishing the one who have difficulties.
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Haven't played the game yet but I'm hoping to play it soon. These are a few ideas for Death Penalties.
-Drop a certain percentage of the money you currently have on you or a couple items of average value for your level if you don't have a substantial amount of money. -Upon death receive a 5% stat debuff that lasts anywhere from 30min - 1hour. -Lose a small percent of xp upon death. -Have the option to try escaping purgatory instead of losing money or receiving a debuff and spawning at the graveyard. (Purgatory could be a series of puzzles of increasing difficulty that you have to complete and every time you get one wrong mobs come out and you have to defeat them to continue. Kinda gives a break from all the gory fun.) |
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Yeah i think deleveling and money loss penalties for default would suffice. Its nothing permanent cuz you can get both the money and levels back imo. Makes dying a hassle a provokes less reckless play, while people own their skills and pay for it if they get too greedy and die xD
~A coward dies a thousand times, a hero dies but once...~
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" I like these ideas from this poster.. I don't often die in a game, but I DO die - usually it is because of these: 1.) Power outage (especially in the winter).. 2.) MOB's having an aggro radius of redundant distances.. 3.) MOB's spaced to close to each other and - stay that way. This I believe is a Dev's sense of humor?? :( (Solo-play here).. 4.) BAD targeting - to me this is extremely important to have a acute targeting system. Expecially when all of a sudden the critters friends and relatives show up to also beat on you with glee! Just my opinion here and also NO to losing your gear - your bod or your gold! "Never seperate the life you lead.. from the words you speak.
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Losing exp on death is an awful idea. In a gear/character progression based game, dying once or twice just makes the game TAKE LONGER, and doesn't make it more fun for anyone.
I'm a big fan of the whole Player Aura and Title on death. With each successive death, the aura gets more intense and the title more extravagantly insulting. After 20 deaths to the same boss, someone will have a disgusting red trail slagging behind them with their name temporarily changed to "Player the n00bcake" Basically the idea here is that death can be fun, and outside of hardcore it should be as fun as possible. Hell, i'd probably kill my softcore characters a bit just to make them have cool auras and to see how far the insult titles go :D |
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" ... diablo nightmare and hell difficulty... nuff said. PoE Caster hopeful!
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I like the idea with Hell area.
After Death you found your self in Random Hell area, where monsters are your level or your -2 level. And you have to fight your way out to the exit or portal. |
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I've got few ideas about dying:
Softcore - when you die (you lose 5% exp), the monster that killed you "steals" part of your soul, taking a "spirit copy" of your weapon. The monster will be actually using your weapon (spirit form) and will have increased dmg (or using 75% of your own weapon's dmg or whatever), health/armor-related buff (for having part of your soul), untill you kill the monster. Your weapon's dmg will also be reduced. When you slay the monster, you get your lost exp back and your weapon's dmg is restored, as well. That would require to "pin" the monster to the place it killed you, ofc. I don't how much those monsters roam around, but you wouldn't wanna be searching for it for hours. Hardcore (Can be used in a different League) - When you die, you go to "Hell". Getting out would be time-related - you would either need to play through the area real quick or gain lots of levels, wasting plenty of time playing in it. The idea is to be 'balanced' in a way, where it is hard as hell (ahem!) to get out, but still possible in rare cases. I'm talking two different ideas here, one requiring to be real fast to get out, the other would require wasting some serious playtime to get out. It is said that 5 mins. in Hell = 1 hour elsewhere. Of course, those are just some of the ideas I've got in my mind. The "Hell" thing would require a lot of designing, I presume. So it would be like a project on its own. Maybe a DLC/Expansion? P.S: Characters who actually get outta Hell can have "Demon slayer" title added to them or something :) "Rock is Overpowered. Paper is fine." - Scissors. Last edited by abhor#5376 on Sep 20, 2011, 10:28:06 AM
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