Death Penalties

Well you can go with a random penalty. All of the above. Get a curse that affects your attributes, skills, and/or experience until you do a certain task to remove the curse. It won't get you away from your gaming, it can be simply kill 100 monsters or kill a champion monster or whatever, then suddenly your curse is removed.

So dying would get you a curse that would slow you down a bit in terms of stats. I would love to see many types of curses depending on your level. Would be fun. That way you don't lose something but you'll the higher level the high the temporary lose making things more difficult.

Dying is only a salvation from the corrupted and deeply hostile continent of Wraeclast. Trying to escape will only bring you curses from the ancients :) You can never leave :)
I'm living waiting to die.
IDK if someone had a similar idea but IMO when died You get 10% exp penalty + 000.1% chance to lose a random item + 15 min debuff like -30% to exp gain, -20% slower attack speed, -20% attack power etc. Something like that IMO would prevent to jumping in a sea of mobs with that "meh I dont care if I die" and player would care more about the character. I know that punishing for dying is a bit harsh but "You know not to stick a screwdriver in an electrical socket when You get shocked at the first time" but thats just my opinion.
Stick with the standard xp penalty, ESP in the default league. I have already died 2 times. Both times were due to SYSTEM LAG. Honestly, if I were to keep losing items etc due to death that was not my own fault, I would stop playing!!!!
Last edited by pretzel2323#6335 on Mar 6, 2012, 4:30:10 PM
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pretzel2323 wrote:
every time you die, you should be forced to submit a 1000 word report on your beta experience otherwise your account gets suspended and the key gets given to someone else


then I pray you will have to reed all the reports from all the players that died >:)

Not funny !
Long Live the Templars !!!!
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pretzel2323 wrote:
every time you die, you should be forced to submit a 1000 word report on your beta experience otherwise your account gets suspended and the key gets given to someone else



I dunno if this is mention (didnt read all the pages)

If you die, you leave your corpse where you died and you'll become a ghost who has increased movement speed (10% or something?). When you're a ghost, you have a option to leave the ghost whenever you want, and be able to attack and be attacked (with starting gear or something).

You can also pick up your corpse while you're ghost but if you do, your health and mana is decreased by 30% in 1-30 minutes (depending on character level).

What about, if you leave the game while dead, your corpse spawns in the city, and you get a penality for not picking up your corpse where you died ? So people dont leave and join the game to get the corpse fast (like Diablo 2) ?
I guess it depends if you want to add more sinks to the game. I think more of a penalty would be to once you die you lose opportunity to do something, for example, if you die at a boss a variable is removed, and once you kill him a chest doesn't appear anymore...ect. I don't believe dying should necessarily consist of punishment by application..I don't have a lot of time to devote to this mechanic right now but I will add further insights as I progress in thought.
Dynamic Environment - Day/Night, Rain/Lightning - http://www.pathofexile.com/forum/view-thread/110100


GGG's design philosophy in three words:
Quantity over Quality.
Don't know if this was mentioned after the first few pages again but rewarding by not dying seems like a really sweet idea.
For example:
For each 30 seconds (or some other amount of time or way of measuring like for X amount of damage inflicted) IN combat you gain a cumulative +0.05% (or some other percentage whatever seems balanced) chance of a magical item dropping or maybe you gain extra damage based off of that percentage.

I am pretty sure this was mentioned near the start of the thread and I thought it was a good idea so I am bringing it up again.
If we are going with exp based things. I would say, For every 10 kills you get without dying you get +1% more exp. And then when you die you lose X amount of exp, and get a debuff on you for 5 minutes, that decreases your stats and HP.

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