Please just give us a few respawns in endgame
I feel like when I die in this game, I'm more apt to say "well, that's all for now" rather than continuing to play just because of how you lose all momentum from a single death. I'm ripped out of my juicy map that I was building towards and have to replay the same mode with no modifiers/breaches/rituals/etc. At that point, I only am thinking of what I lost and I don't really have a desire to play the map again.
Contrast this with dying against a boss multiple times in campaign. It became more and more like a grudge match and I felt compelled to keep trying if I lost due to a mistake on my part that I felt I could play around. I stayed engaged even if it took me 10-15 tries to kill someone. However, when it comes to the endgame, I just got one-shot offscreen by a rare monster during an expedition or some random map. Rather than trying to avenge my death against the bastard that killed me and finish my mission like in the main story, I instead just sighed and exited the game and hopped onto the forums to post for the first time about how not fun it is to die. Deaths in the endgame completely kill the flow of gameplay, and are almost diametrically opposed to how death feels in the campaign. It would be like if, during campaign, there were no checkpoints and each time you died it force-regenerated the instance so you had to redo the dungeon from the beginning. Is there a compelling reason to disallow respawns/revives in maps? I'm sure there's an explanation in some dev blog somewhere but I really struggle to understand why other than it being an arbitrary design decision. Last bumped on Jan 24, 2025, 9:34:07 PM
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Completing maps and/or bosses of a certain tier could simply grant players non-tradable resurrects for other maps of that tier, so they can kinda put successful runs "in the bank".
That way dying once in a while isn't an issue anymore and people can also "save up" for the hardest boss fights, but it's not "free" as they need to generally be able to complete maps of that tier reliably to gain resurrects. |
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" Doesn't that just mean people should farm white/low-risk maps to bank the resurrects for their riskier maps? I feel like that's just adding even more time and effort and friction for something that affects entry level folks disproportionately. Adding extra hours of effort vs adding extra minutes for people dying. Dying is already time and effort because it's significantly slowing down your progress (and losing experience) - someone who takes 5 minutes and occasionally dies when clearing a map is going to stay at that map tier longer than someone who flickers around and clears it in under a minute taking no damage. |
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" No, because as I said, resurrects from lower tier maps wouldn't count for higher ones, at least not 1:1. You could probably use higher-tier resurrects in lower tier maps or use several lower tier resurrects for one resurrect in a higher tier map. Also, you probably should only get a full resurrect from a map with a certain difficulty, so you'd maybe need to complete 4 white, 2 magic and 1 yellow for one of those. My proposal was an idea for a compromise that keeps GGG's beloved 1-portal policy but provides players that generally do well in that difficulty level resurrects they can use for the occasional death or for harder boss fights. |
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Low risk, not low tier. He is saying someone will use white T15s on junk "travel" nodes to stock up resurrects and then do a dangerous and rewarding waystone because he now has resurrects saved up.
I don't like this solution at all. Just make it so on death we lose XP and a waystone, nothing else. The node should still have boss+breach+corrupt, etc. We lost the 10-15m and a waystone, now we need to craft a new waystone that isn't as dangerous. |
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" If you can savely do T15s I'd say you deserve a few resurrects to help you with the harder maps, that's whole point. T15 aren't THAT low risk anyway. " I'm thinking a bit further with this, too. The problem with the unavailable resurrects in maps when you play in a group could also mitigated by that. I'd prefer if I could simply finish the map and not have to do it all over again just because of one fuck-up. |
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