Death Penalties
" Needlessly complicated. Death should not be an ordeal... And it alienates new players unfamiliar with these types of games. " This is in the needlessly complex boat as well. When you're partying with friends and you die in the first wave of a boss fight, do you really want to be completely and utterly useless to re-join the fray? At least, until you complete some arbitrary BS that will take longer than a bossfight... Last edited by EternisRequiem#6832 on Oct 24, 2011, 5:31:43 PM
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I see nothing wrong with xp loss as the only death penalty. It's fast and simple, and effectively punishing. I've said before on this topic that debuffs, timers, and the like are just slaps on the wrist that you can wait out with no effort. XP loss requires you to actively make up for your mistake of dying, but does so in a way that you can make it up over time without focusing your efforts on it as a task.
The only argument people seem to be posing is that it supposedly negates the time and effort you put into leveling your character. I disagree with this on the grounds that your time and effort are an investment towards fun, not just towards a max-level character. Playing the game is the return for your time and effort investments. If you don't enjoy playing the game and are upset that you lost a little progress because you messed up, there are plenty other games that don't penalize your mistakes. Closed Beta/Alpha Tester back after a 10-year hiatus. First in the credits! Last edited by WhiteBoy#6717 on Oct 25, 2011, 12:12:35 AM
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@EternisRequiem
actually yes i want to disturb the teamplay and let people who die get a penalty. (If you have ever played diablo 1 you know what i am talking about) I don't like the lets run in and check if we manage style. People have to be afraid of opening the next door, going deeper into the dungeons. But that is something that is missing in almost all "NEW" games. |
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I wanna be able to delevel
Steam:Gonejah
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" If I spent the last hour with 5 other people, especially if it my friends irl completing a few areas, or a dungeon, and me, with my squishy squishy witch facing a new badass boss that I don't know is going to do some huge AoE meteor attack kills me and I have to do some obnoxious quest to get my stuff back in a game that's designed to be fast-paced ARPG/Hack-n-slashy, then I'd never play the game. It's against the genre, it's against my time, and it's completely meaningless. Why would you put a delta between party members and friends anyway? They'll kill the boss, get the credit, then leave you behind. |
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may be a cut is too hard, but in my opinion it would change a lot if a death means more than just moving from the graveyard back to the battlefields. Loosing all items on death would be hard, but this would also encourage people to stay alive. And to get stuff back you have to do a quest, you could also go on with your group, but without your primary equipment.
So far i haven't played this game and may be it's not possible. But thinking of Diablo a serious penalty was frustrating but also letting one play cleverer. Btw a real hero will never die :P |
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If you want a "real" penalty that gives you a sense of impending doom and a desire to stay alive, play hardcore.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits! |
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I never liked the idea of losing equipment, but then again I never liked playing competitively. The rules should be different for the type of league.
In my experience in other games,a loss of xp on death made me want to not play. Spending an hour leveling only to have it gone in an instant by a mistake or the unwanted lag just kills the enjoyment of the game. Although, I never had that ugh feeling when playing a game that gave a penalty to future xp gain after a death. Having a certain percentage of your xp to level in essence cost a little bit more didn't make me feel like I just wasted time. My opinion is that default should have a more casual feel, but more competitive leagues could have a more hefty price on death. |
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since skill socket into items, losing items for a which even if it is retrievable (like Diablo 2) is going to be too much of a pain because you only have your fists to attack especially if your a witch. imo.
maybe just simply having it take a while to resurrect. or even just the fact of being teleported back to town is enough of an incentive for people not to dying (though you may need to disable going straight back through a town portal and back to the action, make them walk) Last edited by Exiled_King#2825 on Oct 27, 2011, 4:45:31 PM
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The Death penalties are too harsh for Merciless. Too many hours of playing lost! Cant there be a different kind of death penalty? Temporary loss of stats, etc. That way you will just get slowed down rather than actually losing time spent. Perhaps you see it as the same thing, but there is a psychological difference for sure.
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