Death Penalties
" there isnt any gold or "currency" in this game i personally liked the death penalty in guild wars - when you die you get a penalty on your stats and that status stays until you killed a champion or enough mobs - would closely resemble to the flasks in path of exile Pie Jesu domine, dona eis requiem! *bonk* Hardcore4eveR Last edited by Dragonhearth#5290 on Feb 1, 2012, 5:50:55 AM
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I hope this gets read, when you die you stay where you are but you a ghost. your body is on the floor and a 'Soul Stone' is dropped. your ghost must stay close to the soul stone. your team mates can pick up your soul stone and take it to a shrine (several which will be placed in each dungeon depending on the size). then you must battle back to your body and collect your equipment. until you get back to your body you suffer health and dex penlties
another idea is you get a negative EXP counter which you have to get back up to 0 before your EXP starts to go back up srry for bad spelling Thank you Drakenoog for the key. I love you :) Last edited by LupusUmbra995#7487 on Feb 1, 2012, 2:58:43 PM
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ill apologize beforehand, since i didnt want to read the whole thread(that is what you do;)) and have no idea what others wrote...
the penalty upon death should be as follows: in d2(yeah, i know) you actually had the chance to lose ALL your gear(when you died without picking up the body)!! maybe this is to strong for casual players so i thought of this(still like the losing-all more): the player could lose one random equipped item(PERMANENTLY) when they die twice without picking up the body in between (like in said game) thats it gogo GGG |
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May be i just open ur eyes but... in d2 when u dead u can just logout and login, and ur body will be near u...
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I have yet to play the beta, hoping to get my account key. :D
I read some of the posts, but definitely not 95 pages worth. But I do want to weigh in on this as early as possible(in the game's development); death penalties in 'normal' mode, ie. non-hardcore, should be pretty minimal. A time based debuff, maybe, or just having to walk back from town to where you last were. Titan Quest had a fairly interesting one, where you lost a bit of experience when you died, BUT it could be recovered when you ran back to your body and clicked your Tombstone. Keep in mind you did NOT lose your equipment, you spawned with your equipment intact back at town, and just had to run back, possibly fighting whoever killed you before getting your tombstone. If you died again, your previous tombstone was erased, and you lost that bit of experience, and could only click on your NEW tombstone. However there was a bit of an exploit in Titan Quest with the above mechanic, if you had +experience gear, you could get an overall gain in experience from dying then clicking on the tombstone with that gear on. Something to consider, I'm not sure if +experience is a mod on items or not. Item Loss is almost always a mistake, leaving a fully equipped corpse and spawning naked back in town just punishes inexperienced players and makes the game less enjoyable. Veterans and hardcore people will play hardcore mode, so normal penalties don't affect them. My opinions, of course! |
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I think 2 things should happen when a player dies.
1) They should loose 10% of their Experience (not overall but just to their next level) and their armor/weapons should take some damage 2) They should have to travel back to where they died in order to get that 10% Experience back.. Just my opinion. Thought i would share it :) I LOVE to see developers asking for input from players.. AMAZING. I can tell a lot of work has been put into this game, cant wait to play it! | |
I agree with most of the posters here about not having a major death penalty in casual. These people chose this mode because they don't want to nitpick over every death.
To that end, some suggestions and comments: 1) XP penalty - Almost a goto in games. It is boring and rarely worth the effort of implementing (IMHO). 2) Someone mentioned requiring returining to your body. While nice in theory, the mechanics would have to allow for those cases where death was caused by an internet outage that prevents you from getting back for a while. I kind of like the idea of a stat penalty (timed) that you can eliminate if you kill the mob(s) that killed you. 3) I saw another suggestion about a random underworld encounter. I like the idea, but get rid of the randomness. Stay undead for a period of time or fight your way through for a free return. The only issue with this aproach is that for some people it will take too long to deal with and ruin the game experience for them. 4) No penalty - people are choosing casual for a reason, is it so wrong to have no death penalty? |
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Not sure whether this has been suggested, and apologies if it has already been discussed. How about a death penalty based around not being able to pick up any loot for a fixed period of time? Having just been killed I return to battle. I kill a boss monster. Imagine the frustration I will feel when the boss drops a sweet item, and my death penalty prevents me picking it up :-( Now that certainly will be a penalty that hurts me!
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I dont know if its been mentioned.. but i think something like this would work pretty well...
1st Death = Your weapon is placed where you died either laying on the ground or sticking out of the ground (You lose nothing so long as you can recover it without dying again) ADDITIONALLY your weapon slot is locked from placing a different weapon into it until you recover this weapon. (And you will gain no experience while in this state) This way you are not defenseless, only weaponless, and it is still likely that you can recover it.. 2nd Death = You lose a bit (Say 10%) of experience and your weapon remains where it was. If you retrieve it after the second death you will recover 50% of the experience lost. (In other words you would have only lost 5% experience at this point if you recover your weapon) 3rd Death = You lose a lot of experience (Say 30%) and your weapon remains where it was. HOWEVER, you are also given a HUGE STAT BUFF for a chance at redeeming yourself. This BUFF will allow you to do a VERY HIGH amount of damage (dependent on what lvl you are) but grants NO experience from kills, NO items from enemies you kill, and will only last until you recover your actual weapon. Any more deaths beyond this point will result in even more experience lost (Another 30%) but you will eventually be able to clear the enemies due to the HUGE STAT BUFF. After the third death, when you are finally able to recover your own weapon you will still receive 50% of the experience lost overall. The experience lost would look something like this: Exp Lost Exp Refunded Exp Lost (Total) 1st Death = 0% Recover = -- -- 2nd Death = 10% of Total Recover = 50% Refunded = 5% 3rd Death = 40% of Total (Initial 10% lost + 30%) Recover = 50% Refunded = 20% 4th Death = 70% of Total (Initial 10% + 30% + 30%) Recover = 50% Refunded = 35% 5th Death = 100% Lost (Initial 10% + 30% + 30% + 30%) Recover = 50% Refunded = 50% Using this system, I believe, would discourage people from running around blindly into huge packs of mobs that they cant handle (Or running through massive packs to only kill the bosses), and from leeching experience (After the first death you gain no experience until you can recover your weapon) People would have to be more careful and strategic when encountering large groups and be much more likely to kill everything they encounter instead of just hunting specific Mobs. To sum it up: IF YOU RUN IN THERE BLINDLY WITH GUNS A BLAZIN ITS GONNA COST YOU ALOT OF TIME AND AGGRAVATION TO RECOVER. |
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" Well so much for my chart.. but you get the picture |
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