Death Penalty Changes in 0.11.3

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Polyp21 wrote:
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Recomposed wrote:
When you die in softcore, you lose experience..

But when you die in hardcore;

You Gain experience (:


So true, one of the best posts I've seen on these forums.


Yep, it's the complete truth.
ॐ "Metal Gear!?!?!?" ॐ
Onslaught: FixinToDie + Awnslot
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Huskyshark wrote:
What if the penalty for death was a -25% reduction on quality and rarity of items found until a certain amount of xp was gained from killing monsters again. This debuff could potentially stack a few times and only go away with xp kills from monsters, not time (no one wants to be given an incentive to wait and not play a great game). The xp required would also scale with your level.
This would provide a huge incentive to not die in boss fights, as well as getting rid of the dumb mentality of lvling in an easy area just before u want to fight a boss. Also, this penalty could encourage people who die to not just quit and be sad they lost all their xp, but instead to play until the quality and rarity debuff is removed.


diablow 3 sucks.
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"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
I agree with the changues, i want my character to grow not to be forever stuck , the internet in my country is not good so i get a lot of lag, do i die a lot , it is frustrating -.- , but with the penalty is depressing....
I like the idea of lowering the exp loss for the simple reason that I'm not a great player so dying more than once in a boss fight or tough area happens on occasion.

Yes, I learn from each mistake I make as a player but a deserved death followed by a desync is 30% right there.

ESPECIALLY trying to take down exiles!

I'll keep trying to get better and learn more as I go, but overall the change is welcome.
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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.)


Have you considered this: Keep the old values but add a "half" level at the 50% mark. Once you pass it, that is the lowest % you can have left over. There is still significant penalty (especially for 85+ chars) but you don't just have a string of deaths suddenly lose a week of progress.
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Rich85 wrote:
Great change, after 60 8% is still a lot of exp so people will still be cautous

15% is really harsh for new players, especially in maps when you are starting out and learning the ropes. I got a feeling everyone against this change has been playing for months and know the game/areas/monsters inside out. Not to mention the gear to make avoiding death much easier.

As a new player losing half a level because you are unfamiliar with a zone is rediculous


I don't consider myself to know the game inside out however I do feel I am an apedt enough player to not be dying much. I have been playing since last october, though not being against the change I just feel that from 7.5%/15% to 3%/8% is far too big a change. They already changed the penaltys for cruel I believe, back then I was saying the penaltys should be 5% and 10% as even though I only got to around lvl 60 back in closed beta I felt the sting of exp loss in merciless. Now that I have above level 80 characters I really would love to see the change but at a level that still keeps that "I don't wanna die" instilled but with a little less of a sting than losing close to 5 hours leveling dying at lvl 80 which let me tell you demoralises and tilts a player leading to more deaths then to log outs. Make its 5% and 10 % and make the majority happy!
Make Things For Smile!
Last edited by AdzPoE#5624 on Jul 25, 2013, 4:09:56 PM
I like the change, it's a step into the right direction.
Still, i think considering the time it takes to get 8% at a higher level, that this is a very harsh punishment, especially as you can lose almost a whole level if you die multiple times.
Maybe instead of a debuff, you could make the game save the highest value you reach for current xp minus 8% and when you die, you always fall back to that value. Or maybe that value would reduce on additional deaths but only for another 2% every time.

Anyways, good change, thanks. :)
i vote for 5% 10% as well.... 8% is too low. i know it's only 2% difference but it really adds up. Now level 90 is going to be the new lvl 80.
"Success is not the absence of failure. Success is persistence through failure."
Currently Playing: Contagion/Essence Drain IGN: JddoggAscended

I don't know if this has been suggested or considered before, but how about creating sections on the Passive Skill Tree for Death Penalty Reduction. Place four clusters of nodes at the edges of the skill tree - one at the North, one East, one South, and one at the West.

Hardcore players would simply not take the nodes because they would not be relevant. Standard league characters would have a choice of spending skill points to reduce their Death Penalty.

Each cluster could have three nodes, with the third being a keystone and only reachable by passing through the other two, for example:

5% Reduced XP Loss on Death
5% Reduced XP Loss on Death
15% Reduced XP Loss on Death - "Blessing of the Shades" (Keystone Passive)

(Perhaps with a global cap, such as: 'Can not exceed 75% total reduced XP Loss')

The benefit of this system is that as a player's skill improves they can simply use a few Orbs of Regret to respec out of those nodes whenever they feel ready. This system would help players who die a lot, without giving them a free pass, and it would encourage them to improve their play.

I will post this in the Suggestions Thread too, in case it is not seen by the Devs in this very long thread here.
I think that exp penalty should be relative to player level and content level, Not difficulty level. The reason why is simple, High quality maps have a much greater risk then any area in merciless. I think that if the system was designed around how difficult said map was it would be a lot easier for people to tell how well their build was.

For example: Say I am level 80 and I am farming a yellow 66 map with 100% quality on it, It has increased monster damage,Vulnerability,Increased rare monsters etc. You know the whole nine yards. So even though this is a 66 map it could still be challenging right? It doesn't make sense to lose a ton of experience for trying something hard does it?

It would take a complex system of establishing base difficulty versus player level and then figuring out an averaged monster level for maps rolled with those mods but lets face it, You can make a 66 map way harder then a white 70 map and not only will you gain less exp but if you die you will lose a ton of exp in relationship to how much you would have gained by doing a higher level map.

Therefore I feel the best solution would be an experience penalty that is based on how experienced you actually are. If you died at level 80 in a white 66 map you should lose a ton of exp lol. but if you die in a level 77 map and you are level 75 you shouldn't lose very much at all.

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