Death Penalties

Going out on a limb here with what I'm pretty sure is a new idea (sorry I didn't quite get through all 100 pages of previous feedback)

What if when you die your old body gets 'corrupted by evil' and turns in to a unique monster that had your old stats.

You respawn back at the town with a random stat penalty that is lifted only after your ex-corrupted body is slain by you or another player.


Since you respawn with the random stat penalty, you need to play a bit longer before you can overpower your former self and redeem your sin of aiding the monster's side (by killing your clone).

Upon death you should also drop some exp/gold. If someone helps you kill your clone a portion of the exp/gold you dropped upon death can serve as their reward for doing you a favor. This gives people incentive to help others kill their clone. Also gives people incentive to kill their clones themselves as it means they get more of their exp/gold back.

This idea I believe has several merits:
1) makes every death a unique experience (random stat penalty each time)
2) creates a unique monster for other players to challenge in a pseudo pvp mode
3) encourages more team work (I heard the current game most people either play with friends or solo) as your teammates can help mow down your evil copy for you after your death so you don't suffer from the penalty as long.

Hope this helps :)
MightyZealot the Wand Witch
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zeal·ot/ˈzelət/
Noun:

A person who is fanatical and uncompromising in pursuit of their religious, political, or other ideals.
Last edited by MightyForest#5530 on Apr 5, 2012, 7:14:35 PM
[sorry i found the edit button added content originally in this post to my former post on previous page]
MightyZealot the Wand Witch
-----------------------------------------------------------------------------
zeal·ot/ˈzelət/
Noun:

A person who is fanatical and uncompromising in pursuit of their religious, political, or other ideals.
Last edited by MightyForest#5530 on Apr 5, 2012, 7:08:49 PM
I found that dying from not paying attention and using flask etc in the stress test weekend was rather annoying especially if there was no way point to the location you wanted to be in.

A penalty could be something like re spawn in town and have to walk back to where you wanted to be without being able to use way points.
Death penalty can be implemented via an additional stat.
Show a counter of sorts, I'll call it "Glory" for example.
Glory increases as you gain EXP. It's equal to a small percentage of total EXP gained. (0.005%?)

When you die, your Glory gets added to a cumulative amount, and the counter resets. You can spend the saved total on various character-bound vanity items. Hardcore characters get a bonus when they switch leagues, perhaps 5% of total earned.

To make it a real death-penalty, the Glory earned should have a slowly increasing multiplier, which resets every time the amount is banked via death.

Alternate names: Fame? Infamy?

Opinions?
Lady Luck Loves a Trust Fall
Last edited by Denninja#6883 on Apr 6, 2012, 3:15:47 AM
i think a 'true' death penatlity would be:

Damage (of magic / physical) is reduced by +10% each death within the next 5min from the last one.

Easy, working, fair.
The more you die, the less effective you are.

Death Penalty (Stacking Debuff):

'Your arms and legs feel miserable, your head hurts so much that you can not think. This causes your physical and magical damage to be reduced by 10%.

If you die again within the next 5 min, your damage is reduced by 10% more. Stacks up to 50%.
Over time, the effect vanishes the same time as it appeared.'

Dying the first time: 10% less dmg, lasts 5min
dying 3min later: 20% less dmg, lasting 2 min (the effect of the first death is gone after 2min)

In programming you will just need up to 5 timers starting at the time positions of death. After each timer is gone to 0, the player one multiplicator of the debuff is gone.

:), easy and effective i think.

What you think?
"
Denninja wrote:
Death penalty can be implemented via an additional stat.
Show a counter of sorts, I'll call it "Glory" for example.
Glory increases as you gain EXP. It's equal to a small percentage of total EXP gained. (0.005%?)

[...]

Opinions?


Good idea too, but its not a penalty, it is a reward :-)
quiete the same as in diablo 3 right now, that nephalem valor. good idea, why not implement!
"
Denninja wrote:
Death penalty can be implemented via an additional stat.
Show a counter of sorts, I'll call it "Glory" for example.
Glory increases as you gain EXP. It's equal to a small percentage of total EXP gained. (0.005%?)

When you die, your Glory gets added to a cumulative amount, and the counter resets. You can spend the saved total on various character-bound vanity items. Hardcore characters get a bonus when they switch leagues, perhaps 5% of total earned.



I like this idea but make it a death penalty to experience gain, not a gain from just normal gameplay. Then also add in item durability and a stat debuff and I'd be happy.
Summoning Zombies from Stone and Bone since 2011
"
Miaukuh wrote:
"
Denninja wrote:
Death penalty can be implemented via an additional stat.
Show a counter of sorts, I'll call it "Glory" for example.
Glory increases as you gain EXP. It's equal to a small percentage of total EXP gained. (0.005%?)

[...]

Opinions?


Good idea too, but its not a penalty, it is a reward :-)
quiete the same as in diablo 3 right now, that nephalem valor. good idea, why not implement!


That's what I was going for.
Players would try to get that EXP gain and maybe rely on it, losing their multiplier when dying would be the penalty.

What I don't like about losing regular EXP is that it's a setback no matter what; disconnect, lag spike, family, restroom, anything goes.
With a penalty to a bonus, people wouldn't feel like it's such a loss, because over-relying on it wouldn't be prudent by common sense.


"
Miaukuh wrote:
i think a 'true' death penatlity would be:

Damage (of magic / physical) is reduced by +10% each death within the next 5min from the last one.

Easy, working, fair.
The more you die, the less effective you are.

Death Penalty (Stacking Debuff):

'Your arms and legs feel miserable, your head hurts so much that you can not think. This causes your physical and magical damage to be reduced by 10%.

If you die again within the next 5 min, your damage is reduced by 10% more. Stacks up to 50%.
Over time, the effect vanishes the same time as it appeared.'

Dying the first time: 10% less dmg, lasts 5min
dying 3min later: 20% less dmg, lasting 2 min (the effect of the first death is gone after 2min)

In programming you will just need up to 5 timers starting at the time positions of death. After each timer is gone to 0, the player one multiplicator of the debuff is gone.


This looks plausible too, even somewhat "realistic".
+1
Lady Luck Loves a Trust Fall
Last edited by Denninja#6883 on Apr 6, 2012, 2:04:35 PM
Don't know if this has already been suggested, but i'd really love to see something to differentiate default players from HC characters that died and became default characters.

How has this anything to do with the topic? Well i want another death "penalty" for people who die in hardcore.
These characters, up to the point where they died, were "living" a very different life when compared to other default players. So i suggest something should indicate how the HD characters are "crippled" or "fallen from grace". Forgive me if i cannot put it into words very well.
Maybe make those characters have a slight hunch, 5% smaller size or a deathly pallor (slight gray filter over the toon).

Looing forward to feedback.
"
FullMetalMonkey wrote:
item durability


(I missed this part.)
NO, just no, that's horrible and you should feel bad.
That would ruin the good fact that there isn't any durability system.
Leave it for the pay2win mmorpgs, it doesn't belong here.
Lady Luck Loves a Trust Fall

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