Death Penalty Changes in 0.11.3

This casual boy likes the change to the death penalty.
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NgjnMaster wrote:
I agree with the majority.

Please keep death penalties as they are. A lot of frustration is linked to dying and that shouldnt change. It should always be valued to stay alive.

Chris: i wholeheartely suggest: cruel: 5%, merciless: 12%... Dont take the joy away from the people, myself included, who have bled and swet getting through level 80+...

Your death penalty is one of the things I really cherish about this game.

You are not majority. Maybe majority on this forum, but thats all.
Wow. It is amaaaaazing, the things people will take the time to complain about.

Here's a thought: maybe, for some of us, the inconvenience of dying is reason enough to, y'know, try hard not to die in the first place (I know, how shocking and radical...)

And for those of us who *really* need to be punished in order to find gratification while playing a game, I have a novel suggestion: How about you go out to the grocery store, buy an extra-large container of corn oil, heat it over the stove, and pour it over your forehead every time you make a mistake?

And another thing: I'm afraid I don't understand the concept of this whole "loot-tension" thing, but then I'm also an anti-social misanthrope who doesn't play well with others, so what do I know?

And ANOTHER thing: I thought the whole concept behind "Merciless" and "Cruel" difficulties was for the creeps to be harder to kill; isn't that the point behind difficulty, that things become harder to kill? Perhaps I am simply not broadening my horizons, and should start thinking in terms of difficulty that have nothing to do with the thing I am trying to kill...

(EDIT) Oh, and one more thing: Diablo 3 sucks for WAY more reasons than just its ridiculous difficulty curve; I would honestly be playing it still if it were only for that...
Last edited by Mezzurah#0445 on Jul 25, 2013, 5:25:35 AM
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Kwaak wrote:
This casual boy likes the change to the death penalty.


The hardcore boys should just shut up and play Hardcore? Don't complain about a league you're not interested in.
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Hornet85 wrote:
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entropus wrote:


PoE was meant to be hardcore, oldshool, difficult even for SC players? Halving death penalty on Merciless would make the game half as difficult to progress.

Half.


IMO, when we talk about oldschool, it's more of a complex and deep system, not frustrating or punishing game. It's a game where it takes time to learn the system, and there's a lot of freedom in how you can play around the game system. I mean if you look at Wasteland 2 or Project Torment, they pitch themself as oldschool RPG, not by making a punishing game with harsh death penalty, but rather by having a complex game system.

The hard part in progress comes beyond Merciless. It's when Merciless exp is too low, that's when you spend hours doing maps just to gain some exp. That's when people venture into difficult maps (hence we always hear people asking if a build is map-viable). That's where people hit a wall.





Exactly and when people ask if a build is viable, they want to know if this build is effective and safe. Safe meaning not dying too much. Thats why we have the normal difficulty, so that people can experiment with builds. Merciless is where you find out if your build works
IGN: Caydranth
Another nail in the coffin of your original hardcore arpg vision.

If you had provided rewarding and challenging pvm, competitive races and functional pvp, instead of just lazily throwing rng mechanics and d2 copy-pastes at every facet of the game, you probably would have had a much higher player retention and could have avoided being forced into courting the lowest common denominator.

Unfortunate things turned out this way.
IGN: KoTao
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Qarl wrote:
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Dreggon wrote:
I don't think this is the right solution - 15% is a good amount, but applying it as a 'debt' (where you don't gain experience for 15% of your level every time you die, non-stacking) is a good kick in the teeth without negating progress you've already made. 8% is trivial.


This is an option that was considered, however a debt is very psychologically negative if you stop playing after dying, and then come back to the game, as you have a penalty that you only get long after the associations with the act that gave you the penalty.

We also considered a time bound penalty, which has other issues associated with it (giving players a de-facto incentive to not play being the important problem.)

How about a system where you have a 'debt' on death, but if you actively play to gain the experience for the debt, you only have to pay (lets say 8%) before the 'debt' is totally paid.

Now if you log out at any time while you still have the 'debt', the experience penalty is applied to your experience bar (for a higher amount, lets say its 15% minus the amount you might have gained before logging out)

This would
  • Give you an incentive to keep playing so that they gain overall more experience
  • Discourage people from closing the client to try and stay alive
  • There is no 'debt' to be payed if you choose to log out because it has already been applied to your experience and wont be there if you log back in


Explanation: If you died again while you had the 'debt', it would revert back to fully unpaid, but not reduce your exp. This means that if you logged out, you would effectively lose more experience because you lose the opportunity to pay it back as it gets applied to your experience bar. Even if the debt was 99% paid already (meaning you would pay 8% total), you would still be worse off if you logged out rather than just attempting to survive without logging out. Below example explains this

  • You die
  • You gain 7%, 1% more to paid off
  • If you log out here, you lose 8% total (15-7)
  • If you die here you lose 7% total BUT your potential loss is limited to 15% of your original experience unless you log out
Last edited by Metronomy#6891 on Jul 25, 2013, 6:11:11 AM
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When you changed the monster levels of act3 merciless, you made a thread about it to see the feedback. You should listen to the feedback here.


1. You are DEFINITELY not majority. Unless you assume this game have 1k active players - maybe then.

2. They listem to feedback NOW. They should not change their decision based on months of observations and data gathering (and 4567 topics about too harsch death penatlies comboed with bad game technicals) just because so called 'hardcores' dont like the idea that some other oppl may enjoy the game too.

I have my personal plea to 'hardcores' - PLEASE stop hijacking development of this game and stop working towards GGG losing players and not gaining new. This game will not make living from Charans 12500 USD - deal with it.
And ithink these more inteligent should get already WHY this game have problems to get more playerbase (i think we have 90% player loss compared to Open Beta start - IT MUST CHANGE... less death penatlies is first good step to doing this).
Last edited by KarraKurri#7943 on Jul 25, 2013, 5:27:36 AM

I usually play solo , when i play in party one of the main drawbacks was the 6s thing.
I like this change cause i'm that guy in the front who's always pushing for more clear speed and waiting every mob drop like a 6s hunter is not my playstyle , i prefer to hunt monster in a frenzy hysteria rather than loot.

Regarding the death penalty, i hate it , so if you wanna remove it altogether for me is ok.
Even in diablo 3 i always built characters to avoid dying ... we play for efficiency not for dying anyway.

I have 5+ 80+ characters and building my next 5+ already in the seventies.
Love it.

Last edited by fraz81#7436 on Jul 25, 2013, 5:38:23 AM
I don't like the 6 socket change, I liked to have at least something to fight over with my group and I know a lot of people that enjoyed that aswell.
IGN: DatInternet

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