Death Penalties

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sYkoDe4d wrote:
here my suggestion from another thread

"Orb of reviving

When you die you can consume the Orb and you will lose no exp.

After the Death there is a screen where the player can choose between "Use Orb of reviving" or "loose EXP"
The orb should be really rare and players, which plays good and doesn´t die can trade their orbs for other good things."

Maybe someone like it... or everyone hates it... only a random idea


Love this idea, I don't have much play time, so these would be great items. And as someone else stated this would provide a mechanism to balance the death penalty by adjusting drop rates of one item. Great idea!
“I look only to the good qualities of men. Not being faultless myself, I won’t presume to probe into the faults of others.” - Gandhi
Death already has penalties, why would it need more?

A bonus that rewards staying alive is a much better solution! Although it is likely much harder to implement, which is a downside, it could get people to play more and seek it out. Increasing enjoyment in playing a game can be critical to its success.
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Coldshard wrote:
Death already has penalties, why would it need more?

A bonus that rewards staying alive is a much better solution! Although it is likely much harder to implement, which is a downside, it could get people to play more and seek it out. Increasing enjoyment in playing a game can be critical to its success.


Nice. I like that idea!
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens
My QoL List: https://www.pathofexile.com/forum/view-thread/3279646
Orb of revival vote here.

However I'm not too fond of the "higher orb of revival" It does not fit into the drop equations we have now that the first mob in twilight strand can drop any orb. Orb values scale with level.

With this I would also support a death penalty on normal difficulty as well. Mainly for the same reason as stated before. All orbs are useful at all levels. I would like to see this deviated as little as possible.

However I would also understand if Orb of revival becomes a 2nd difficulty on item.
"
sadeiko wrote:
Orb of revival vote here.

However I'm not too fond of the "higher orb of revival" It does not fit into the drop equations we have now that the first mob in twilight strand can drop any orb. Orb values scale with level.

With this I would also support a death penalty on normal difficulty as well. Mainly for the same reason as stated before. All orbs are useful at all levels. I would like to see this deviated as little as possible.

However I would also understand if Orb of revival becomes a 2nd difficulty on item.


Okay new idea:

U can create a Higher orb of Reviving when u put 3 normal Reviving Orbs together.
Or every lvl 90++ player must use 3 orbs

For example:
Lvl 1-80: The Player only needs to consume one Orb to evade the Exp Penalty
lvl 81-90: The Player needs to consume two orbs to evade the Exp Penalty
lvl 90-96: 3 Orbs
lvl 97-100: 4-5 Orbs

I have to criticize my own idea. If the orb would work from lvl 1-100 the orb would be to good for high lvl players or would be to rare for low lvl players. I think to increase the consumption by a higher level would be a good idea :)

I would like to have a dev reaction about this idea xD

Here the first post about this idea, for people who did not read it and can´t find it.
Spoiler
"Orb of reviving

When you die you can consume the Orb and you will lose no exp.

After the Death there is a screen where the player can choose between "Use Orb of reviving" or "loose EXP"
The orb should be really rare and players, which plays good and doesn´t die can trade their orbs for other good things."
IGN: kReiZy
Last edited by sYkoDe4d#0481 on Jul 21, 2012, 8:33:04 AM
I'm new here, so I don't know if this discussion is still relevant. But anyway...

"
Coldshard wrote:
Death already has penalties, why would it need more?

A bonus that rewards staying alive is a much better solution! Although it is likely much harder to implement, which is a downside, it could get people to play more and seek it out. Increasing enjoyment in playing a game can be critical to its success.


This is an excellent idea. As for the bonus, I'd suggest a bonus to magic find (or whatever it's called), since that would be really nice to have, but missing it wouldn't hamstring your game.
"
Coldshard wrote:
Death already has penalties, why would it need more?

A bonus that rewards staying alive is a much better solution! Although it is likely much harder to implement, which is a downside, it could get people to play more and seek it out. Increasing enjoyment in playing a game can be critical to its success.


Depends on which rewards you mean. Something like increased drop rate?
tbh adding death penaltys to a game sucks balls.
see what happend to Diablo 3. they raised the repair costs. ppl are still complaining and they should be.
adding a penalty is destroying the game play for a simple game wich makes it NOT fun to play anymore.

same like the elit packs in diablo 3. some are retarded hard on inferno so you only die and cant pass them. if you have this here to ...
"
SpeedSter578 wrote:
tbh adding death penaltys to a game sucks balls.
see what happend to Diablo 3. they raised the repair costs. ppl are still complaining and they should be.
adding a penalty is destroying the game play for a simple game wich makes it NOT fun to play anymore.

same like the elit packs in diablo 3. some are retarded hard on inferno so you only die and cant pass them. if you have this here to ...

Agreed.
But it is good to have a small reward for not dying. But this should not greatly affect the gameplay like in d3. In d3 without Nephalems valor you CANT get good items, so your loot depends on this buff
Last edited by bender1305#4462 on Jul 28, 2012, 8:16:55 AM
"
bender1305 wrote:
"
SpeedSter578 wrote:
tbh adding death penaltys to a game sucks balls.
see what happend to Diablo 3. they raised the repair costs. ppl are still complaining and they should be.
adding a penalty is destroying the game play for a simple game wich makes it NOT fun to play anymore.

same like the elit packs in diablo 3. some are retarded hard on inferno so you only die and cant pass them. if you have this here to ...

Agreed.
But it is good to have a small reward for not dying. But this should not greatly affect the gameplay like in d3. In d3 without Nephalems valor you CANT get good items, so your loot depends on this buff


So different can be the perception of things...

D3 is the best example, why a death penalty is a necessity. The game started out with nearly no penalty at all. And cause of that people started to do builds with no survivability at all. If you're hit, you're dead. Dealing damage is the only thing, that mattered.
Clearing an area by dying over and over again was a viable strategy, so that even ridiculous difficulties where percepted too easy. There was a great disappointment, cause blizzard claimed, inferno difficulty probably will first get beaten after month of gameplay, and it was beaten within the first week with those strategies.
And still, even though dying nearly had no drawbacks, people complained so much about being killed one hit, until blizzard nerfed their difficulties way down.

And that is the main problem, why a penalty is a must. If you don't have one, there is no way to scale a game to an acceptable difficulty. If there is one, and you are able to beat a difficulty, it feels much more rewarding to be able to do so.

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