Death Penalties

I like the idea of a reward for not dying. If you can pull it off without it being exploited and get it balanced properly, you guys would be considered geniuses even more than I think you are now.

I am thinking something like "Kill X amount of blue-named mobs to increase drop percentage and quality by 1 percent"

Something like X=20 would probably be reasonable. On death you lose it, and it could stack like 10 times maybe.

Seriously though, try crazy new ways of doing things while you are in beta. The old way of doing things like death penalties should be considered as a last resort.
The only penalty for death should be losing a small bit of gold or whatever the ingame currency is. Maybe a small minute amount of EXP but nothing more. Look at the failure of Diablo 3... losing 50k gold after a few deaths is insane, losing a LOT of EXP in Diablo 2 was horrifying at lvl 98, cost you DAYS to get that EXP back. And HUGE durability losses is not fun either. Running back to your body is not fun either and spawning FAR away is not fun either. There doesn't need to be more than one minute penalty to death, currently what Diablo 3 just did to their game has pushed a lot of people to the uninstall button sadly...
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Apocalypse23x wrote:
i think people need to take into account that this is a online only game and there are bound to be lag related deaths. some people seem to want the death penalty to be far too severe which will only serve in getting people to quit playing. a death penalty should not make the game harder to play thats just a horrible idea but a xp hit has worked in the past and is a good way to prevent people for careless play


this

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vahss3 wrote:
weakening effects greatly discourage players .


like others i would prefer to see a +magicfind survival bonus rather than a death penalty .


agreed

Not sure if feedback is still taken here, but a regular xp loss, while boring and punishing to some is enough to deter you from careless decisions at a higher level.

I do like the idea of a MF bonus for surviving though, but it should be something small. Could be alongside a regular xp loss.
IGN : Jovial
I really do think online gaming has a better future with reward for playing without dieing. If i lagged and died, I would be sad about losing a MF bonus, I would be frustrated/angry if I died. Unless ggg devise a way to detect if someone dies from being online related problems, i don't see a way around this.

I have a strong opinion on this as I have lag problems
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ac429 wrote:
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Chris wrote:


Do you guys have any ideas for how we can handle this in an interesting way?


Introduce permanent injuries. They can only be healed through a new orb, "orb of healing". The orb of healing should be about as rare as an orb of regret. This way, death's effects are reversible, but very costly. But you could go back to the fight with injuries, if you wanted to.

Normally, every time you die you would get one injury. "broken right hand" would mean lower attack speed. "concussion" means lower max mana.

To make it harder, you can get more than one injury per death.

To make it harder, you can have multiple penalties per injury. "broken left had" means slower attack speed, and lower cast rate, and lower max hp.

To make it easier, you can make it so you could get an injury upon death, or you might not.

To make it easier, upon death, you can roll an injury, and if the player has that injury, no new injury is given. This way, a player has a limit on how many injuries they could have, and the more injuries you have, the less likely you are to get new ones.

To make it harder, make the orb of healing heal a random injury. Conversely, to make it easier, let the player decide which injury to heal.

I think this will add an interesting variability to the game. Players are also forced to think about whether to heal an injury, or to live with it. Plus, this adds to the grit of this game, of which there is already a lot.

Finally, you can use different options in different leagues. You can even have a novice league where injuries do not occur.


+1

This game is all about trade items in place of currency. I'd love the idea of playing through the injuries. You could allow them to heal over time or have them require orbs etc. It would also allow you to have a new league in between hardcore and normal where you are only allowed to heal these injuries naturally. Reach X limit of injuries and you are dead forever.

That said in normal difficulty the current system works well. You can lose XP to a certain limit (down to your base for that level). These losses basically tell you to think about your play style, gear or build. If you want to test the waters in a "new" zone then you need to perhaps level up to your base xp of a new level first. Heck I did this on the way into Maelstrom.

Still, I'd love to see the injuries introduced.
IGN: Annassassin
When you die: A hired man comes to your house and beats the shit out of you.

When I heard about cutthroat league I had a vision of a place, and in that place I saw a man, and in that man I saw my sword, and in my inventory I saw his loot
Considering the current mechanic which only ends with loosing xp, this should be raised into this way, since we won't have the fourth difficulty anymore;

Normal: 5%
Cruel: 15%
Ruthless: 30%

xp loss sounds quite fair.
"This is too good for you, very powerful ! You want - You take"
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BrecMadak wrote:
Considering the current mechanic which only ends with loosing xp, this should be raised into this way, since we won't have the fourth difficulty anymore;

Normal: 5%
Cruel: 15%
Ruthless: 30%

xp loss sounds quite fair.


Lose almost a third of your gained experience in ruthless? Nobody would ever get past level 45. It would be D3 Inferno all over again with people hitting a brick wall.

Rewarding gameplay to me:

-No XP loss
-Staying alive grants quantity and rarity bonus(small increase per Blue named monster kill)
-leveling from 1-80 relatively fast with remaining levels being a bit of a grind

The thing is, I really see no need to work on a single character for a super long period of time. That sounds like it would get kinda boring. You have all classes to play, and many different builds to experiment with for each one. The developers should be promoting the ability to get each of their characters to a relatively high level in a reasonable amount of time. This would also help promote the use of the cash shop.

3-4 Months to develop each character the player makes to 80 with the option to try to max them for the long term sounds fun to me.
Last edited by Kirisute_Gomen#2880 on Jul 1, 2012, 8:16:04 AM

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