Death Penalties

"the idea of increased magic find the longer you stay alive" sounds very promisig, it will encourage people staying alive longer other than death penalties. If this could be carried out without overdoing, it'd be splendid in my opinion too.
"This is too good for you, very powerful ! You want - You take"
Can have it like i had my players in Dungeons and Dragons have it. Just uhm .. "some" hard coding i guess ^^


When you die , your char slowly hoovers up in the air. A dice rolles , and depending on what number you get, a diffrent effekt happen to you. Players around you can also se what you got by the color you now have glowing from you.

example.



1# White# Angel comes down and *poff* Instantly alive.

2# Red# Ported to a arena . 5 sec countdown. then 5 players spawn with pvp activated. winner gets resurected.

3# Black# Death comes and eat you (then spawn in town)

4# Yellow# Port to a mystic location and fight a Lore specifick Boss ( All mighty Keysus ? ) who can drop a part of his set. Die - sent to town . Kill it , 20sec timer then ressurected at the spot you died.



So in short , ethere you Die , Live , Fight a Boss , PvP battle.


Made the death part a bit more entertaining for my players then atleast ^^
I reasoned that even the death part should have some fun aspect to it.


Then again this was pen & papper + your head doing the script & graphic. No idee how it would work in a real game or how hard it is to fix ^^
#Eater Of Drakenoog´s#

Swedish Tavern - http://www.youtube.com/user/SwedishTavern

Work in progress
The Nintendo Rule:
Never lose more than a half hour's work for dying.

Every five minutes, record the player's exp. Upon death, reset the exp to five instances ago(about a half hour).
5GHz x 8 cores thats 40 cores on a i7 - Pwnage of Death
Personally, I dislike 'bodies' you have to pick up, aswell as item loss penalty.

Experience loss is also something that can be a very annoying subject at higher levels.

My suggestion would be a gold loss when dying, it is annoying indeed but can be gathered back.
It would be a safe option to choose the loss of experience points at death, and it would not upset a large amount of people within the community. But to be honest, I don't think that it would serve Path of Exile just.

In an innovative aRPG it'd be another breath of fresh air to see a unique take on how the death penalties take action, rather than just taking the usual experience loss and implementing that as it seems fit in your build.

I wouldn't mind seeing a grim penalty to go along side the already grim dark experience of the game. So something along the lines of, say, a random but minor stat reduction on one or more of the users equipped items that would be permanent, going hand-in-hand with the item progression where users are always trying to improve their equips. It'd also create an element of tension where you would rather avoid death so that you can further improve your build. (or maybe if you're so inclined put over a period of time - like a debuff).

Another minor penalty beside exp. loss could be loss of the in-game currency (scrolls?) that would drop at the area of death having you fight in order to get them back so you can improve yourself or barter later. The twist is that if you die again your old death post would be replace with the new one with your new lost scrolls - forever loosing your old ones. (Similar to touching a bloodstain in Demons Souls)
NSW, Australia.
I really don't understand ppl wanting EASIER, FREE gained things THAT much really. Imagine you are "invulnerable", then think about if the game would be THAT fun to play. This is not viable only for Poe, just any game.

One of the bigger factor that makes games agitative feel is fear, and risk together. If there is no any risk, or any fear to loose some precious things, then the fun factor drops significantly.

So, without xp loss and such... You fill the blank.
"This is too good for you, very powerful ! You want - You take"
Can´t more then agree with BrecMadak . There should always be some kind of risk & fear .Atleast give it a fun twist. Exp / Item / Money loss has been in games since Dungeaons & Dragons on Commandor 64/128.

( Thats the 80´s for you younger gamers :) )


Money is just teedies to gathere back , Exp loss can make you go banana keysus , and dropping your items / body in a area with powerfull foes is really difficult to get back to.


Idee:#1


A milder combination could be say, deppending on what difficulty or mode.

If you die , just put a time there. between 2-3min before you res. Call it a "Force-gamer-to-rest-his-brain & or-hi-her-parrent-kid/kids" break if you will.

Would not be worse then you acually take that toilet break you need , get something to drink or eat that you usually need but always think "just one more , just one more" ;)


Not really the most advanced thing and yes , i would also freak out about the fact that if i die i must waaaait.

Exp / item / money losses are annoying as hell and just make me irritated. I dont realy have a fear of death. Since i know i can get it back.

Time you can´t get back , and die alot of times and it will stack up. Now that ... would give me fear of death ^^




Idee: #2

Just ripp-off Guildwars 2 death thing , when you "die" you get X skills. And a countdown , then you "realy die" after that is over if you have not killed your enemy.

But could make your own version , when a player "dies" he drops to the ground and is stuck there , but can use 1 of his skills , if you are able to kill the enemy under that time that "knocked you down" you will rise up again. If you fail , you "really die"

If you "rise up" you could get a massive AoE attack , flashy as hell. just to point out that you got a kind of second find. And the AoE is extremely powerfull.

Just to se to that the enemys around you die , kinda giving you that feel of a powerfull hero who pushes deep and stands again to fight.


Also , if you play in a party. If you party kills the enemy that "knocked" you down. The same AoE / rise thing will happen. So someone dosen´t kill the one who "knocked" you down. and you are stuck there and slowely die with a timer ^^


Yes , ripp-off. But then again , more or less anything has already been done. It´s just about taking a good idee , and doing your own spinn to it nowadays.



You could even go so far to give a bit of praise to the gamers "keysus" making him appear if you happen to "rise" again , and he performes the massive AoE attack slaying your foes.




Idee: #3


When a enemy "Kills you" He / It / She will "Lv up" . This could cause some major extreme ramp in difficulty.
And would make you feel pritty damn carefull , seeing as if you fight a damn hard boss. If you slipp upp and "die". Then the Boss will "Lv up" and the fight will be even harder.

You don´t have any annoying losses on yourself. And playing with the fear of the monsters lvíng up would have a give a better sense of fear of death in the game.






Come now ppl , just go all out with your idee´s :)

Might give the develepores some help fixing the game for us at the end of it all ^^
#Eater Of Drakenoog´s#

Swedish Tavern - http://www.youtube.com/user/SwedishTavern

Work in progress
Last edited by Democatai#1030 on Oct 1, 2011, 3:21:27 PM
This is probably way out there.. but I will throw it out as it really adds incentive for people to not die. People will probably complain a little because it is not 100% fair even though everyone has the same chance.

Personally I think people should be charged a "Medical Fee" to revive themselves. This fee is collected by say an NPC called something like "Soul Collector". This NPC would have a running total of all the fees he had collected from reviving players. I would then make this NPC a rare spawn that can occur in a random game of any act of any difficulty scaling of course. When players kill him can loot the chest of "Revival fees". Obviously one char can not get thousands or thousands of gold, but i would make it so he spawned randomly whenever he got x amount of gold collected such as 1000g.

This would make players nervous to die, but it makes things a little more exciting and would promote people to play more of the levels than just whatever run they are on. To do this a message could come up when the game/instance is created suggesting the mob is in their game, but leaving it to them to go find him.

Well that ends my creativity, and I am sure I explaining it like poop, but hopefully someone gets my idea.

I think when a player dies they should lose all their xp but if they make it back to the point that they died before dieing again they get their xp back so only dieing two times in a row is penalised.
i would all so look into making players drop currency items/money as well as xp.

This system would function similar too how dieing worked in demon souls which is a good example of a game that is punishing/difficult but fair
(ノಥ益ಥ)ノ ┻━┻
I think that if you were to use a xp loss in the game make it so that if you were to just get in a bad rut and keep dying that you don't get to the point were you can de-level yourself. I don't think that would happen to anyone but it would be a nice safty net at least to know I'm not really getting screwed by dying. I think the weakened body idea is the one that could work since lossing items on death is really annoying. The ghost idea is a good one too and I think if done right could be interesting to try out.

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