Death Penalties

Agree with Vold. A "forgiving" league where death is not penalized might solve these problems. Not sure what the resource outlay for that might be, though.

A game can't be everything to everyone. Still, it's eye-opening to see the range of motivations behind different players. Some don't seem to think hard-core is hard-core enough because of the character is only transferred to default. Others take issue with a 15% XP death penalty. (Incidentally can an XP penalty make you de-level?)

I think the devs are trying hard to make it an awesome experience for all kinds of players - and succeeding most of the time! Way to go.
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Last edited by Singakiwi#6122 on Sep 5, 2012, 7:17:26 AM
Don't penalize death, but reward long lives: Survival Bonus (see also Sacred 1 and 2)

The survival bonus could increase magic find, itemcount find (there cannot be a gold find because there's no gold altogether) and maybe lower item requirements (so you can equip certain gear earlier).

The higher the survival bonus, the higher the monster difficulty (except in hardcore mode, because death is absolutely no option there) and also the harder it is to increase the survival bonus.

It could simply be experience based (time based can be exploited) on the monsters you defeated and if it is higher than your own level, monsters will give less survival bonus XP up to 0 bonus XP for monsters way lower your own character niveau.

The effective character level would be the total sum of character XP and survival bonus XP as if this was the true character level to determine monster difficulty.

i.e. there's the following XP table
Lv 1 - 0 XP
Lv 2 - 1000 XP
Lv 3 - 3000 XP
Lv 4 - 6000 XP
Lv 5 - 10000 XP
Lv 6 - 15000 XP

Character Lv 4, Survival Bonus Lv 5
Lv 4 = 6000 XP
Lv 5 = 10000 XP
Effective Level = 10000 XP + 6000 XP = Lv 6

If your character dies, the survival bonus level will be reset to Lv 1.
Last edited by Ettanin#6867 on Sep 5, 2012, 7:55:06 AM
"
Singakiwi wrote:
(Incidentally can an XP penalty make you de-level?)

Nope.
"The harder the game, the better."
"
Ettanin wrote:
Don't penalize death, but reward long lives: Survival Bonus (see also Sacred 1 and 2)

The survival bonus could increase magic find, itemcount find (there cannot be a gold find because there's no gold altogether) and maybe lower item requirements (so you can equip certain gear earlier).

...


I like the idea of rewarding survival rather than penalizing death.

- Nice auras could be added progressively untill death, we would notice a tough guy when he shows up on town with a shiny show off aura.

- Bonus to IIR & IIQ.

The exp bonus wouldn't change anything, the onr who dies will still level up slower. Because, if they use that mechanic, they will modify everything to match thr current exp progress per level per difficulty. People will complain because the bonus is not enough.

"The harder the game, the better."
This is a rather interesting take on the whole death topic. Nontheless I have to argue for the penalties staying in place. One could simply have both though in my opinion. Penalty upon death and buffs for long survival streaks.

Why the death penalty? Well, mostly to prevent players from deploying Zerg tactics in every situation that seems the slightest bit complicated. Sending in wave after wave of...well yourself seems like something that is not very desirable in terms of game mechanics.

One should rather come up with solutions in terms of diffrrent strategies, other equips, secondary spell use etc. to solve complicated passages. Players who'd do that properly would then in addition also gain the mentioned buffs for long survival etc.
"
GrimJahk wrote:
Question for GGG.

Right now the penalty is 0%-normal, 5%-Cruel, 10%-Ruthless, and 15%-Merciless.

What is the plan when Merciless goes away?

Will it just be: 0%-normal, 5%-Cruel, 10%-Ruthless?

If so I think this would solve a LOT of the issues I see brought up here... That and fixing the rubber banding.

As it sits I cannot get motivated to play my LvL64 because of the 15% loss at death. Currently that is my major reason for playing new builds/alts.



Still hoping for an answer to this.

-- Providing opinions since I was old enough to tell my sister she was ugly.

Heh that's exactly what I said on page 115 !



friend !


Last edited by truff215#6429 on Sep 12, 2012, 5:23:41 PM
OK, I think this is a possible theory

If u want death penalty. I will agree with only one thing. If u die than your character will receive EXHAUST aura for a period when u lose some status from your character until u eliminate specific number of monsters 50+(5 times your level) for evade time limit.

Example :

- 20% maximum life and mana
and/or
- 20% maximum dmg and energy shield
and/or
-20% elemental resistance and evasion rating

and/or whatever u want for a period of duration

It´s aura for punishment for all team members when you die causes then u have to go alone or if u killing boss than will be harder to kill him for all. On the other side u will be off chance to take items from a loot and XP.

I think,... True Path of Exile with this pain aura instead XP lose which sending you backward in progress.

If it´s not enough than... when u die again and still have exhaust aura u will lose XP. Because first death is causes from 75% by internet interruption or fps drop and u have good chance to proof your skill.
Why I choose to play PoE?
Because this game worth it!
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Last edited by Zmrdobijec#6736 on Sep 22, 2012, 9:08:06 AM
"
Chris wrote:
The purpose of this "Developer Discussion" forum is for us to discuss topics with you that we feel we need feedback on.

We haven't decided on a system for death penalties in Path of Exile. Clearly in specific leagues like hardcore there is a well defined death penalty, but we haven't come up with anything solid for default play.

I understand that this has already been discussed here, but I'd like to build a bigger discussion that hopefully results in some kind of decision.

Currently, when a player dies, they can respawn (with no penalty) in that act's town. We will probably be introducing something like town portals, soon, so we're going to need a more appropriate penalty.

We don't like the idea of dropping an item upon death, because players of the default league have specifically chosen to not suffer permanent loss when they die.

Having an experience penalty is possible, but maybe there's something more interesting we can do.

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


Death penalty:

1.Weakened Character for a duration.

2.Loss of XP cumulative.

3.Loss of Resource.

4.Loss of Equipment Durability.

4.Loss of Reputation.

All above value are in RANDOM.

5.Public announcement at Forum sites i.e Hall of Death.

6.Hero become as Spirit upon death & will continue to fight on as usual but in different law of physics, if I may include. As per:

Visual aspect, all incl. monster & world itself becomes surreal i.e black to white silhouette, which means better framerate thus the gameplay itself becomes at least 0.5 times faster than normal.

Audio, tempo like heartbeat & it goes faster upon time.

a.Overall stats are weakened for both hero & monsters but not without higher attack & movement speed. Scaling are identical to all entity, yet again randomized as mentioned before.

b.Single Play & Co-Op play.

Path of recovery?

a.Incremental.

b.Audio & visual in gradual fashion & that includes pixel.
Last edited by SinOsiris#7276 on Sep 24, 2012, 6:08:54 AM
Please keep an xp penalty on death. It really punishes glass cannon builds that rely on pure dps and thats how it should be. The real challange is creating a well balanced build that is able to play end game content without dying every second instance and this should be rewarded with leveling. Everybody and their grandma can make a 20kdps glass cannon and spam global chat with their godlike damage which is fine but such builds should feel the drawback of less survivability. Imho the penalty is alright but still some tweaking could be nice.
they who can give up essential liberty to obtain a little temporary safety, deserve neither liberty nor safety

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