Death Penalties

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ZoSoSwiM wrote:
I liked how Sacred2 used its death penalty.. The longer you stayed alive the higher the survival bonus became. The higher that bonus the better the loot!

I totally agree. Don't punish the player for dying, but reward him for surviving. Still, the death of a character shouldn't be something to take lightly. "The land of the dead" or something like that, as a short "dungeon" based on some special rules (you can't die in it, but if you don't make it to the finish in a certain time ... add something semi-annoying that doesn't feel like a punishment ...
maybe with a "Cerberus" at the end, if you kill it you get a part of your MF bonus back, so you actually get some "reward" for defeating death?
What about leaving a bit of XP and Gold behind as some sort of bonus treasure for the conquering monster, you or anyone then gets it after they kill said monster.

So if the monster kills you, you leave behind for example 10% of XP and gold, if you go back to kill the monster, it drops this treasure for you to pick up, if someone else kills the monster they can scoop your treasure and XP from you.

Or if you are playing Co-op if anyone in your team kills the monster then your XP and treasure is returned to you.
.....And that's all I have to say about that.
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TheBigMIck wrote:
What about leaving a bit of XP and Gold behind as some sort of bonus treasure for the conquering monster, you or anyone then gets it after they kill said monster.

So if the monster kills you, you leave behind for example 10% of XP and gold, if you go back to kill the monster, it drops this treasure for you to pick up, if someone else kills the monster they can scoop your treasure and XP from you.

Or if you are playing Co-op if anyone in your team kills the monster then your XP and treasure is returned to you.


Gold? PoE doesn't have gold rather just a barter based system.

As for Death Penalities I see no issue with having anything more then just a percentage based XP penalty that can maybe scale from multiple deaths. Including De-Leveling.

I'm sorry if someone has already suggested a version of this (it's hard to search through 104 pages to find) but how about a story based system of dealing with it?

What I have in mind is, each time you die and are resurrected your immortal soul is 'weakened' in a way which affects your gameplay. Not necessarily a game breaking way but something slightly unnerving / annoying. Die enough times and you are a faint shadow of your former self, still able to attack the same way probably but more just not *feeling* right, if that makes sense. And then create an area, possibly a circle of hell, that the player can choose to fight through with the reward of reclaiming the essence of your sould that you lost with your previous deaths. If only to gain the knowledge of being 'whole' with your character again.

I'm sure you could come up with a practical way of implementing this but I for one would love to see a system like this.
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panosd wrote:
I'm sorry if someone has already suggested a version of this (it's hard to search through 104 pages to find) but how about a story based system of dealing with it?

What I have in mind is, each time you die and are resurrected your immortal soul is 'weakened' in a way which affects your gameplay. Not necessarily a game breaking way but something slightly unnerving / annoying. Die enough times and you are a faint shadow of your former self, still able to attack the same way probably but more just not *feeling* right, if that makes sense. And then create an area, possibly a circle of hell, that the player can choose to fight through with the reward of reclaiming the essence of your sould that you lost with your previous deaths. If only to gain the knowledge of being 'whole' with your character again.

I'm sure you could come up with a practical way of implementing this but I for one would love to see a system like this.


I like this idea quite a bit as you don't see this type of system frequently (I can't think of a game off the top of my head) and to piggyback off it maybe you could have an NPC that could open a portal to said "Place of Atonement" for a price (perhaps experience points or some form of barter), and each time you die, the price gets higher and the toll on your character gets stronger.

The toll could be any number of things like a debuff to stats, lessened experience gain rates, a debuff to magic find (This would really get people to want to follow through with the procedure), etc.

As for the story element, it could tie in with the title in that your character becomes more exiled from the world, losing their sense of self and place the more they die.
The Fate games have an interesing death penalty. You can choose one of three options:

1. Respawn where you died with all your items for a significant loss in exp
2. Respawn in a level close to where you died (random) for a mild loss in exp
3. Respawn in town for a slight loss in exp.

Let the player decide what happens, then they can only blame themselves.

alls i got to say is losing exp app-on death is soooo free to play. reminds me of legend of edda or some crap love the game but have to compromise a lot with this feature
ign warrpig
I think if it's possible to make a permanent list of deaths each player has had you should. Sort of like bragging rights if you can look at a player and see that he's only died 5-6 times compared to another player that has died 100 times. That and I think that you should stay away from the death system most other games have in place, where you spawn with a debuff for 5 minutes that completely cripples you.
Last edited by ZombieMarkTwain#2433 on May 1, 2012, 8:18:51 AM
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panosd wrote:
I'm sorry if someone has already suggested a version of this (it's hard to search through 104 pages to find) but how about a story based system of dealing with it?

What I have in mind is, each time you die and are resurrected your immortal soul is 'weakened' in a way which affects your gameplay. Not necessarily a game breaking way but something slightly unnerving / annoying. Die enough times and you are a faint shadow of your former self, still able to attack the same way probably but more just not *feeling* right, if that makes sense. And then create an area, possibly a circle of hell, that the player can choose to fight through with the reward of reclaiming the essence of your sould that you lost with your previous deaths. If only to gain the knowledge of being 'whole' with your character again.

I'm sure you could come up with a practical way of implementing this but I for one would love to see a system like this.


The First MMO I played, Legends of Kesmai, did something almost exactly like this. You lost stat points when you died as well as skill levels, and could regain them by talking to the priest of the Death God who would send you do the Land of the Dead where you could do some quests and get back your lost attributes/skill levels, then re-enter the land of the living.

It was very cool and very annoying at the same time. Having to stop your "fun" game play to do 30-45 minutes of the-same-quests-you've-done-50-times-before kinda sucks. OTOH, having a death penalty more creative than "xp penalty" or "corpse run" or whatever was nice.
Couldn't be asked to delve through the entire thread, but how about a debt system?

Instead of losing 15%, instead you have 15% of your xp as "Debt". The debt would therefore take 50% of your current XP as you earn it, therefore slowing the leveling rate, but still letting it be possible to level.

Just a thought.

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