Death Penalties

I prefer a loss of Experience on death with the percentage increasing as you go up the difficulty levels.
A currency or experience loss is what I would prefer is there will not be items lost.

I would prefer to a death to be costly rather than tedious.
Just keep this in mind: Don't make death a free town portal spell. :P
Experience loss is the way to go in my opinion, a known penalty from other ARPG's and its not too harsh while still making you prefer not to die.
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Orpheuss wrote:
A currency or experience loss is what I would prefer is there will not be items lost.

I would prefer to a death to be costly rather than tedious.


There is no currency like gold, there are currency items that one obtains that are still... items you can use. So not really an option.
Sacred 2 had a very interesting mechanism, going the opposite way from death penalty: a survival bonus (http://www.sacredwiki.org/index.php5/Sacred_2:Survival_Bonus)

To summarize: to more you kept playing without dying, the greater your survival bonus. The SB increased your base stats, damage, and MF. To counterbalance those benefits, it also increased mob level (relatively to yours).

The death penalty was quite simple: your SD is reset to zero. Not very punishing with a low SB (at the start of the game), but quite damaging when your SB could reach 50%+.
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kallisti wrote:
No major death penalty.

Allow players to self-rez on the spot with immunity period - time to get away from spot, heal, then go back in. Either minor (equipped) item decay or small money cost for this (minor item decay is preferred). By "item decay" I mean item loses some durability and requires repair to restore it to full durability.

Also allow other players to rez those who have died (right click mechanism) - so you can rez other players on the spot. Automatic skill (all players are "born" into world with it). Small cooldown for this before skill can be re-used. No penalty at all incurred if rezzed by another player.


There is no durability or "money" in PoE. ='[.]'=
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Skal wrote:
Sacred 2 had a very interesting mechanism, going the opposite way from death penalty: a survival bonus (http://www.sacredwiki.org/index.php5/Sacred_2:Survival_Bonus)

To summarize: to more you kept playing without dying, the greater your survival bonus. The SB increased your base stats, damage, and MF. To counterbalance those benefits, it also increased mob level (relatively to yours).

The death penalty was quite simple: your SD is reset to zero. Not very punishing with a low SB (at the start of the game), but quite damaging when your SB could reach 50%+.


Good idea. Bonus for survival instead of death penalty. The bonus can be totally different than in Sacred but idea is really great
If there's no money or durability then don't add in any death penalty. Seems pointless anyway - it's not like anyone actually wants to die.

Just add in a self-rez on the spot (with the immunity period to get away from danger zone a little and heal up), and allow other players to rightclick rez players nearby. The self-rez should have an increasing cooldown, so players can't repeatedly die and rez immediately.

If players don't want to rez on the spot (or can't because of the cooldown) then making them return to a town seems fair as a "penalty" - as running back is a pita. If people fear others using death as a free town pass/portal skill, then add in a small debuff on stats. There should be no debuff for rezzing on spot however.
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Why does not having money/durability have to do with a death penalty?

Not having one would make the game way too easy. There will be no gold in the game, but that does NOT mean there won't be currency in the form of items. Durability is...well, something that I don't think anybody's really talked about, but I feel that it is unnecessary.


There should be reasons to avoid death in most games, and EXP loss is a norm and easy to implement/balance. It also increases the amount one plays a game, so it's a wise move for a F2P company regardless of what it is.


I like the idea of a slow buff that builds, as well. It's probably harder to balance though, and how do you factor in people in your party? But I think this makes the death be more impactful, which could be interesting.

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