Death Penalty Changes in 0.11.3

OK HEY Got an idea after reading the comment above about "punishment" being bad in a game (which it isn't, not being punished is a motivation to play well lol)

Take example on DEMON'S SOULS! Keep the experience loss when you die High (like 15%), but allow the player to be able to regain that lost experience exactly at the spot where he died (like a big glowing orb that you click on or however you guys think 'experience' should look like lol).

BUT if the player die AGAIN wherever before regaining his lost 15% XP, well that 1st 15% is gone forever, and now there's a new 'XP Spot' you have to regain, where you died the last time.

So yeah, basically like Demon's Souls, but only a % of the XP like we already have, not all XP like in Demon's Souls.

I THINK this a GREAT "punishment" mechanic.
This is one of the few changes you have made (are going to) that I don't like. Dying should mean something, even in SC. It stinks of dumbing the game down, making it easier for those who things handed to them on a plate. (WOW anyone?)

It should be difficult to play through merciless, it should be hard and take time to get high lvl characters



I do like the 6S allocated loot tho. Just the RGBs to go?

IGN - LeNavetBete
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Mr_B wrote:
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Merry_Blind wrote:
I think 5% and 10% instead of 3 and 8 would have been good enough. 3% is nothing.


5% of lvl 45 exp is 185,000 exp. 3% is 111,000. 74,000 exp takes probably 5-6 champs maybe? Even if it were 30% experience penalty in cruel, it would still only set you back 20 minutes of ledge farming.


Thats stupid, 30% in cruel?

What happens when you are level 80 in merciless; where a level is about 80m xp
Beta Member Since 0.9.0 | Current Character : ExExCorpse
Creator of Prismatic Rings AND Unique Thief's Torment Prismatic Ring
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mazul wrote:

So the so called hardcore players are not hardcore enough to refrain from using PA? Lololol, the irony. I thought the whole reason to go hardcore/onslaught is to have a hardcore experience, not be carebears who are afraid of risk.

I would though suggest to remove PA from hardcore leagues, it has nothing to do there.


I like the rush of almost dying and losing a lot of time and currency invested. It makes me play safer.

I personally prefer short alloc unless I'm playing with friends, because if you're not paying attention to drops, you lose out. Getting people to join a short alloc group is a lot harder, and as I said HC doesn't exactly have public parties out the ass.

I liked the 6s unallocated because there was still some incentive to pay attention.
I, personally, feel that you guys are actually missing the bigger picture here. I think defense and health need to be looked at. Just my 2 cents. Death SHOULD be a big deal. Zerging a boss isn't exactly the best way of going about doing things.

Honestly, it doesn't matter to me either way, I play only HC and once my character dies, I delete it, but I think that death should hold much greater significance...since it is death after all.

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davros70 wrote:
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Mr_B wrote:
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Merry_Blind wrote:
I think 5% and 10% instead of 3 and 8 would have been good enough. 3% is nothing.


5% of lvl 45 exp is 185,000 exp. 3% is 111,000. 74,000 exp takes probably 5-6 champs maybe? Even if it were 30% experience penalty in cruel, it would still only set you back 20 minutes of ledge farming.


Thats stupid, 30% in cruel?

What happens when you are level 80 in merciless; where a level is about 80m xp


I was making a point. He pointed out in his post that 3% wasn't enough in CRUEL but 5% was. Read the whole post next time.
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ongZ wrote:
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Clobercow wrote:
Extra Credits channel on YouTube made a very good video about this very topic of punishment. Watch it.

He said that a game should be difficult and rewarding, but not punishing. This keeps players interested. Anytime we are punished, that detracts from the experience. Hardcore IS the choice for people who want risk. Desync IS the reason I don't play HC. It's punishing without any reward (Desync). Experience penalties are punishing also. It gives the impression that time was wasted.

What needs to happen, is a mechanic should implement do deter attrition while REWARDING the player for playing the game. It should remain difficult, and never a waste of time.

So get rid of the EXP punishment, and find a way to stop the player from zerging a boss. If you can't do that, then be on the player's side and just ditch the EXP Punishment.


Link pls :-)




http://www.youtube.com/watch?v=ea6UuRTjkKs

I agree with the points in the video too, forced repetition of content, punishment, no perceivable way form A to B = bad things in a game. I love hard, if I didnt like hard games I wouldnt be here, but theres a big difference between 'omg that boss is so hard!!!' and 'you know what? This game is fucking retarded, fuck this game'. Personally I never felt the second way about xp penalty, I love the xp loss mechanic, but Ive felt that way about a number of things in this game and can full sympathise with people who get that feeling from any of the time sinks. If the penalty was the only tax on your time in this game I dont think it would have been as big a deal, but all together the time sinks are driving so many people nuts and groups are erupting on different issues all over the place.
RIP in peace loot system
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Schlowski wrote:
After reading more than 20 pages I would opt for a third league : "Baby League"

So "Baby League" - a league for it's own, no or minimal death penalty and that's it.
This would be for all of us casuals, idiots, dumb players - call your name here - which are simply not "hardcore" enough for the "real" PoE.

And then set Standard league death penalty to whatever the "hardcore" fans like.


This isn't actually a bad idea although maybe I would have worded it a little less insulting then that but regardless the idea is a valid one.

Have the "Baby League" as a starting point of even stage if you will for people that just want to smash face with little to no repercussions to getting killed.

Have Standard as an Mid Level league where people can go and feel like they are being given a challenge BUT neither have the time nor interest in having to COMPLETELY redo their Character if/when they die, but still take a penalty for being killed.

Leave HC as it is death is final and the other leagues shouldn't matter to the players who play on HC anyways.

As for the 6S change this is on a personal note, being an AUS player and playing at the times I do when I do group it is with EU/US players and as such not being a total scumbag I wont make the Instances thus making 5/6 players play with garbage PING. So having it allocated, while sitting on 300ish PING at least give me some hopes of getting it. But that just from my view point which wouldn't affect most people anyways.
IGN - Hybrid_Ghost
Last edited by Ghost_Harvest#0784 on Jul 25, 2013, 2:53:11 PM
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Ghost_Harvest wrote:

Have the "Baby League" as a starting point of even stage if you will for people that just want to smash face with little to no repercussions to getting killed.

Have Standard as an Mid Level league where people can go and feel like they are being given a challenge BUT neither have the time nor interest in having to COMPLETELY redo their Character if/when they die, but still take a penalty for being killed.

Leave HC as it is death is final and the other leagues shouldn't matter to the players who play on HC anyways.



The population is already divided up to thin as it is, i dont think further division is a good answer.
Last edited by Argdel#1666 on Jul 25, 2013, 2:57:33 PM

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