Death Penalties

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Babylon wrote:
10-20% lowered Defence/Dameg, 20-25% lowered drop and exp rate, you cant use portals for 20-30 min, ur crit strikes are down to 1-5% chance for 10 min, 20-30% random of the skills are disabled for 20 min, attack range lowered by 10%.


If the penalties were this extreme then I'd probably just stop playing until after they ran out. No real point. Bad idea in my opinion.
Forum Sheriff
No penalties for dying is just fine for me. Just respawn me at a certain place and make me go thru some monsters again.If you want the players to enjoy the game that is. If the game is too difficult for you and you die,then what's the point of punishing you for that. The game will then become even harder and many players will just say"f... this" and quit playing. Mainstream players that is. And most of the players out there are not hard core gamers. So do you want to make this game for hard core RPG fans only or do you want to make it for more people to enjoy it.
Peace and prosperity for us all thru superior firepower.
Leagues will - at least partially - resolve this matter.
Death Penalties = on level 1-15 3%XP penalties 8%golds 15-30 6%XP penalties 13% gold...Bigger level bigger penalties but no anithing as weakness -50% deff -25%attack...U want play no wait 5 hours on cooldown of debuff
Fiat iūstitia, pereat mundus.Ego sum, qui sum!.Sine ira et studio.Orbis unum...
ERRARE HUMANUM EST.
Full loot plix. At least in a certain hardcore league. If people don't like it - they don't join that league. Ones that believe in true extreme and are risky, careful and adrenaline thirsty enough can freely choose those servers.

I'd go for that. Definitely.
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Rustychops wrote:
You could always lose your body when you die. It holds all you weapons and items (only you can pick it up). You also drop all your gold and lose a bit of XP.

Iv never seen this idea in a game before.It would be great to see GGG try it out!


You have to be sarcastic with this, but either way these are what the penalties should be. The only one that is debatable is the loss of body, I'm personally fine with it as Diablo II is the standard for arpgs, but I know others hate corpse runs.

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Apocalypse23x wrote:
to start i wanna say that the death penalty should make it so you dont run endlessly into death without care but should also not ruin the game or force you to stop playing for awhile. with that in mind


1. the worst idea ever is making the killing monster stronger. you died because something was difficult so lets go and make it even harder next time. oh you died again well lets make it even harder. talk about a sure fire way to get people to save and exit

2. weakened characters is something other mmo games have used before but has not been perfectly done yet imo. give me a weaker character but instead of slapping just a time stamp on it give me a way to work of the "sickness". something like we are weakened for 30min game time or whatever but each kill takes X amount of time off our penalty. multiple deaths should only reset the time not add onto it

3. corpse runs had their day and no one seems to like them anymore. i am really used to them so i would be fine with them but they are a dying form of penalty

4. xp penalty will always be around but how much depends on the real challenge of the game. some people hate this but to them i say dont die

5. dropping items is a huge no-no imo outside of hardcore. actually seeing as fallen hardcore become normal characters it would not be good there either. dropping items would force people into passworded games and really kill the fun of the game

all in all i cant say for sure what i want. i think the tried and true xp penalty is fine and enough to prevent people from wanting to die. add a weaker char for 5-10 minutes or whatever and people will really hate it. anything beyond that will force people away from the game which is just bad business. one thing i would like to see is a tracker for times killed and possibly by what type of monster. this should be viewable by anyone at anytime. then again like i tell everyone at the diablo site i am a big stat guy so the more stats the better imo


This is a smart person and should be listened to. Also the loss of xp can be countered with "rested xp" if people have to have complain about penalties for dying. It could work when players save and exit in a town or limit it to certain areas.

Two of the most successful grindfest games have been Diablo II and WoW. To achieve this they most have done something right with the leveling systems and death penalties. And as an arpg why not implement the same death penalties as Diablo II while incorporating bonuses such as "rested xp" like WoW does. Therefore people shouldn't be able to complain about the loss of xp on death since at other times you earn double xp for a certain amount of xp points.
I think the problem of RPG games nowadays is that dying doesn`t really feel like dying. Death is just another synonym for respawn. "Oh I died, np here I am lets continue..."

Of course now you can say: "Just go play hardcore with perma-death then." That`s a valid point but I must admit I am not that hardcore:) So, what the hell do I want?

My idea is that when you die you`d go to some sort of after-life, limbo, ghost world or world of dead, you got the picture. Then you`d have to find (fight?) your way back to the world of living to be able to continue in your adventure. There could be of course some sort of penalty for re-entering the world of living (a tax to pay if you will :D) like loss of gold/xp/whatever.

I think the fact that you`d have to earn your way back to the world of living would be enough motivation for players to not die and it would make death a grave matter (instead of just respawn) and the penalty for re-entering the world of living wouldn`t have to be even very big.
It's not bad idea in 1 good RPG you going after die to hell and you must fight back and continue in adventures...But can be boss who will kill you 50times in row and you will 50 times running to life and after 1500 dies this really don't will fun.And you are tank you get 90% monster's hp and your online friends onli watching it and you will die and they will easy kill him,get xp and loot and you will in afterlife.But everything has its faults.
Fiat iūstitia, pereat mundus.Ego sum, qui sum!.Sine ira et studio.Orbis unum...
ERRARE HUMANUM EST.
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Fermi wrote:
No penalties for dying is just fine for me. Just respawn me at a certain place and make me go thru some monsters again.If you want the players to enjoy the game that is. If the game is too difficult for you and you die,then what's the point of punishing you for that. The game will then become even harder and many players will just say"f... this" and quit playing. Mainstream players that is. And most of the players out there are not hard core gamers. So do you want to make this game for hard core RPG fans only or do you want to make it for more people to enjoy it.


Wow people like you are the reason why all the games nowadays are getting dumbed-down and become utterly boring because there is no penalty for anything and it doesnt matter if you play well or really badly. I would be okey with existence of no-penalty league for people like you provided there are some serious leagues too. That way everybody could be happy.
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GODofGODS wrote:
It's not bad idea in 1 good RPG you going after die to hell and you must fight back and continue in adventures...But can be boss who will kill you 50times in row and you will 50 times running to life and after 1500 dies this really don't will fun.And you are tank you get 90% monster's hp and your online friends onli watching it and you will die and they will easy kill him,get xp and loot and you will in afterlife.But everything has its faults.


Well the death is supposed to be a punishment. But getting from the world of dead doesn`t have to be necessary fighting. It can be something else to liven up the gameplay, for example some sort of minigame(s), maze etc. That`s for our creative developers to find out:)

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