Death Penalties
How about making the "death" situation a little more realistic? I realize this is a fantasy game BUT it also incorporates lots of real life stuff to make it "feel right".
In the real world if a warrior dies he/she does not live to fight another day. So, do away with "death" and instead have a "crtrically injured" condition whereby the character winds up in a "rehab" scenario. Here his/her recovery is based on choices of how much money/property/experience he is willing to pay for his partial to full recovery. Do you want to be a cheapskate and go back into battle only partially healed? OK,it won't cost you much BUT you will be placed back into play a good distance from where you were critically injured and your skills among other things may also timmed back. Are you willing to pay the price for fast full recovery? If so, then you will be back where you were fuilly healed and skilled. Just an idea, but the personal player's choice of how he deals with rcovery could be an innovative twist?? Killdoc |
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Allods online had an amazing death scenerio that I will never forget.
When you die you go to see this guy. ![]() If it is your first death ingame and you see MR ^ I almost had to change my pants myself. Everyone dies hangs here then they have to talk to the guy and they get ported back to the act they were on. For Hardcore players, you live there. |
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" This is a great idea. If you kill all the monsters in an area then you get a short buff or increased loot. If you die, you miss out on this for an hour. |
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" This is a great idea. You would start with a multiplier of 1.0, each kill (within your level range) would increase this up to a maximum of say 1.5. When you die this multiplier drops to 0.75 and must be recouped. The rate of multiplier increase would have to be dynamic also. i.e it takes far fewer kills to move from 0.75 - 1.00 than 1.00 - 1.25. |
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I guess there shouldn't be a penalty on normal.
On cruel maybe a tiny bit of XP loss. On ruthless a bit of XP loss and some of the monsters in the instance respawn. How about when you die the instance resets on merciless? And if you're in a group you can't go back in the instance the group is in until it is cleared or they go to another instance. And for training you have to fight the monster that killed you in a hell or heaven-like instance(without penalty for dying to the monster in that instance). I didn't read the 100+ pages of replies to this thread so sorry if someone has already suggested that. |
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For me, a big driving force in these types of games is exploring the map and getting to the next area while still exploring the entire map I'm on. So if I had to think of a good way to penalize myself for dying, it would be having to reset the instance I died in.
I can see problems with this however, such as people killing a rare enemy and seeing a powerful item drop, then dying to poison or chaos damage right after. Maybe if the developers could devise a way to penalize you by making the explored map disappear but leaving the instance in tact, it would work. I also like the idea someone had about gaining buffs for killing all enemies on the screen. However, I would change that to be if you explore 90% or more of a map, because it is hard to find every single enemy on a lot of the maps, especially in the jungle. Also, maybe you gain a buff (maybe 5% more magic find or 10% faster movement speed) and it transfers to the next instance. I am always up for more ideas to get people to explore the whole map. Last edited by Maxis2K#2646 on May 23, 2012, 7:48:42 PM
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A survival buff is a cool idea. This way you dont have to make a penalty on normal that seems like it could frustrate some people and you really motivate players to stay alive.
The buff could just be +1% damage and +1% armor for every 50 mobs with a max of +15% total. Showing the number of deaths openly is also a great and simple to implement idea ! |
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Semi-Perma-Death with the ability to ressurect your character limited to the use of a very rare item that can be used to resurrect an old character back into the game, or can be used to ressurect your current character when they die. The chance of finding this item should increase when you have none, and should decrease when you have one, so a given player should almost never have two. and therefore always be on edge about their character's life, while still allowing them to come back.
+1 my post if you like it.
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I don't think the death penalty should be more severe than it currently is.
In (older) games with severe death penalties, people did not take risks. This actually made the game less interesting. When WoW launched I am sure that most of you mocked the lack of a death penalty, as I did. But after many years of consideration, it turned out that not having a death penalty made players more willing to attempt to kill tough monsters that they otherwise would of simply avoided. |
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What about giving an option for players?
What I came up with is something along the lines of choosing whether you want to respawn in town and have no penalty, or on the start of the field and receive about some durability and experience loss. |
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