Death Penalty Changes in 0.11.3

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Hornet85 wrote:
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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.


+1 to Hornet85.. haha
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NgjnMaster wrote:


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


Then what if the build doesn't work. Punish them by not allowing them to progress? That will only encourage people to stick to OP build, and we'll hear complains about how the game has no diversity.

Another thing is that not all build are attainable as many are item dependent. And even with a good build, it doesn't play itself. Skillful players can utilize it, but the less skillful one will still have trouble staying alive.

We have to stop judging the game by the skillful players only and punish everyone else.
I knew I would see masochists crying about the penalty being adjusted. I don't play hardcore because I don't like losing my effort to a random lag spike. I surely don't like the idea of losing hours of grinding because of lag.

A penalty is fine, 15% is kinda harsh.
casuboy can die even more in scrubcore now ! good for them !
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Mezzurah wrote:
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...


+1 zilion

It is like my own thoughs :)
Anticipation slowly dissipates...
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KarraKurri wrote:


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.


It is by far more probable a person that doesn't like something about the game will make a thread regarding this issue and complaining than that a person that enjoys something will make a thread and praise GGG.

That's why there where 4567 topic on too harsh penalties and 123 topics on too low penalties.
IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch
7.5 and 15 are good.
5 and 10 are good if you want to nerf penalties.
3 and 8 are not good. Definitivly to low.
the scaling exp loss according to level rather than difficulty thing a lot of people are mentioning here may be a solution to appease both sides here, the penalty in early merciless is still fine, it just gets very disheartening later on, although i get the feeling the more hardline people still wont budge, personally I find difficulty to come in a number of flavors, that a boss or mob of enemies can rip you to pieces in a second if you screw up is the kind of difficulty i enjoy, the "Okay now you have to go farm for a while/ages (depending on level)" aspect of difficulty I've never been a big fan of.
Discouraging brainless actions or zerging a difficult encounter till you win it is important, it would be disheartening to know some people can just get themselves killed en masse as they progress and yet they're not that far behind the careful player who avoids deaths at all, so perhaps it is important to keep the penalty high up at early parts of merciless but reduce it at the end game/maps stage (which scaling the penalty according to level would do).
But I've been a gamer since I was 4 and have played all examples of all genres and my personal inkling is that very difficult, deep games are much funner (I can't enjoy a game that doesn't really push me to my limits) and that players who play carefully and well should be rewarded better than the reckless and death prone, but grinding for hours over a single mistake or bad luck (in the case of networking issues like desync or lag spike) just isn't as fun.
Hardcore does exist for the supremely hardcore, and I empathize with the players stuck in the middle who feel that the consequence for dying should be huge, but don't want to lose their entire character on hardcore, in an ideal world with an infinite playing population and no server costs, a third league with transfers for those that want it would be ideal, but it's simply not an ideal world and doing so would require more servers and fragment the player base. Ultimately making the change will piss a lot of people off and not making it will also piss a lot of people off.

TLDR,
I like the idea of reducing the death penalty in really late game in some way, but I don't know the best way of doing it or know if that is actually gonna make more people happy or not, thus making the text wall above kind of pointless, (There is an achieve for long posts right?)
Last edited by djhatch90210#3612 on Jul 25, 2013, 5:42:48 AM
If game client register desync, create energy shield around the char until everything is back to "normal". Then let DP on prew levels.
Again it comes down to choice, on both changes.

If you think standard/anarchy is too forgiving, play hardcore or onslaught.

If you think all loot should be free for all, then play in FFA groups only.

No one is being forced anything here. Having the option to chose is always better than being forced to do something that's not fun.

Good changes.
My Supporter Pack list compensates for my small penis.

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