Death Penalty Changes in 0.11.3
Thank you GGG! You are awesome!
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I don't play SC but I think it should be that high because Death should be meaningful.
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Good move GGG. The penalty was too high to keep more casual gamers interested after hitting the wall known as act 3 cruel. The hardcore guys have their league, as if anyone takes softcore progression seriously anyway. Keep doing whats best for long term success of the game =)
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" Thanks!! |
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" 4 linked items get allocated to one player, not free for all, but right now 6 sockets don't, but this is going to change so they do get allocated. BTW, someone in my team found a 6L lvl ~60 dex armor tonight, pretty amazing to see because it is maybe more rare to drop than a mirror? I'm not sure, but I have never seen mirror drop for anyone. |
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I laughed a bit too hard...
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" It is definitely not more rare than a mirror. IGN: ThrobbinRobin
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I'm not going to comment on the heated discussion on EXP loss (and it's not relevant to me anyway), but I am perfectly fine and agree with six socket items being allocated. They are one jeweller off of having the value of a chaos, not like chromatic links which are fine unallocated as-is.
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PocketMonsters, ElectronicArts, CommandAndConquer, CaptainFairgraves, AgentTanya, OcarinaOfTime |
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In City of Heroes, you paid off experience dept gradually, so while in dept you earned experience at a 50% rate, while the remaining 50% of your experience went to pay off your debt. Still, that could be a huge deterrent if you had a lot (since the cap was around 1 whole level of debt). Still, I play my standard characters pretty wrecklessly, so I am fine with the current proposal.
Last edited by Britannicus#3214 on Jul 25, 2013, 1:49:46 AM
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I wonder if GGG ever considered implementing a value death penalty besides or instead of the experience one. Implement durability on items, or use the quality attribute to force usage of orbs upon death.
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