Death Penalties
All of my gear I made from those gems and goody's from selling all the crappy stuff and it took me a while to get what I have
Last edited by shadowdawg#7876 on Jan 18, 2012, 8:49:18 PM
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Penalty - is a recoverable loss, you must loose something precious so you want spend more time in game to get it back.
Reward for being close to death after hard fight is - life. Everything that doesn't kill you - makes you stronger, smarter, better - that's your rewards. Life is a gift - dont loose it. In Rome gladiators were always close to fight, their only reward was one more day to live. Back to death penalty - most precious in PoE is gear. 1) Die - loose gear - use chance to get it back - succeed or die trying. That is hardcore. 2) Die - loose gear - get it back yourself or pay off death debt. Money wins any fight. Last edited by Buchera#1802 on Jan 19, 2012, 4:47:11 AM
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Definitely agree that whatever the penalty is needs to encourage more playing/trying again, but of course that makes things tricky.
You may get some milage out of implementing tradeoffs, and I'm all for player choice and options, so... Let's say there's a very general 'Avenger' buff that has the effect of making a player just a little bit stronger, maybe enough to tip the scales in their favor for that fight they just lost. Let's also say there's a very general 'Unconfident' debuff that has the effect of reducing the experience and gold rewards a player recieves for a little while. I think it would be interesting to offer these up to a player post-death as OPTIONS. What if you could pick between different scales of Avenger in exchange for more Unconfidence? Maybe respawning with the smallest possible debuff would confer no Avenger in that fashion, and if a more casual player just wanted to kick the butt of the things that just kicked theirs, they could take a bigger rewards hit and just progress. Last edited by LooGarou#6699 on Jan 19, 2012, 6:39:01 PM
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Welll only my idea
when you die your soul/ghost is transported to a small demon infested dungon (random map) and u have to rescue your soul (soul is tethered to demon in ghost chains),,If this mision is a fail you are given option to res at last checkpoint But at a price either gold or if u dont have enough u have to sacrifice a amount of hp/dex/wis If mission succeed then you and your ghost are returned to area of death with say 3sec imunity to run safty if u died in a hotspot surrounded by mobs It is fatal to enter any war without the will to win it.
Douglas MacArthur |
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i like the unique stye that demon souls and dark souls introduced. that once you die you either become a spirt like in demon souls who recieved a penalty to health and had a slight appearance change by becoming translucent, and you had to restore yourself to normal or (alive) to remove the penalty. dark souls did the same thing with slight changes. instead of being a spirt or ghost upon death you become and undead and are un able to do certain things like summon sprts for help or kindle a bonfire. a system that constantly has you fighting as if there is no coming back.
Also as others have stated in earlier posts the whole retrive your body and loss of exp is really out played if anything it can still be fun if some modifications a made to this system, for example when a player dies a beast or monster equal to or slightly higher than the players lvl is spawned there and will try to keep you from getting your body back that would make an old system a lot more fun POE 4 LIFE
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How about when you die the quality of the loot from an boss or unique mob lowers since they fight more and the their gear gets weakened. Meaning less deaths == better quality loot
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" Never seen that idea? Not sure if serious or trolling... |
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Personally I find it a bit tedious to have the WoW system where you are a phantom/ghost and you have to run back to a respawn point. If this is implanted, an option to be teleported to the nearest respawn point with a XP loss would be ideal. I really don't like this system though, I'd prefer to see something new and unique to the game.
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I never understood that system, everybody is always going on about how spawn camping is a huge issue and everybody needs to think up a system to avoid it. Guess what... it was thought up years ago by neocron, you DON'T need to run back to your body you respawn where you choose (often a safe place) and have all your stuff...
Wow!!! that was so hard to work out... |
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I like the Demons/Dark Souls approach, where it forces you to play intelligently. Unfortunately, I know a lot of people don't like this concept.
In a game that I liked for the gameboy advance called Shining Soul 2, you would drop an equipped item and money upon death. You could have a body drop which holds this item (doesn't need to be an equipped one) that you need to run and pick up. (Same Diablo 2 concept now that I'm thinking about it) I would be interested to see a class specific pro/con for dying/not dying. I'm not sure how this would play out exactly yet, but I like the idea of different classes reacting to defeat differently. i.e. a class obtaining an attack damage buff, but defense debuff when respawning. Or even a spin off of that, a debuff for getting killed by a type/grouping of monsters and potentially a buff for kill the same type as a form of moral boost and revenge. Get chance and luck!
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