Death Penalties

Think I'm with you - each time you die within a level, the threshold to the next level gets pushed out, by a factor of the base of the current level. In effect, the whole xp level table is adjusted (for that char) so that the differences between the subsequent levels don't change, just the underlying numbers. Thus it doesn't affect levelling beyond the one in which you died, as the amount of xp needed to be earned to level up doesn't change, unless you die again.

Elegant....

I was going to suggest simply losing xp upon death, and put a floor under it so that you can't lose sufficient xp to drop a level. Problem with that suggestion is someone who just leveled up to say L10 & dies gets a much smaller punishment than someone who is just below xp needed for L11.
There isn't a problem if you keep in mind that you won't "lose" anything but rather you will learn your character and eventually master his/her play style... hopefully. It won't be a major effect on your leveling because keep in mind you haven't lost anything, say you need 10,000 and you die once so it becomes 10,500 you probably need to kill 15 more creatures of about your level to gain one... considering bosses in most ARPGs give over 1,000 usually it really isn't that much.

Keep in mind this is a GRIM and DARK game... brutal experiences are a necessity for survival in such a world and getting stupid just because you lose doesn't make sense as in sports your losses are key sources of knowledge to gaining victory the next time around, so the player themselves need to realize they have to figure a way out of a situation or they'll die again, and if they keep doing the same dumb thing over and over they don't need to be rewarded for it.
I love virtual brutality so save it for the Mobs...
Last edited by cybrim#1062 on Jul 31, 2011, 4:09:07 PM
I read through some pages of suggestions and read some great ideas, seems most of us are willing to accept some sort of xp penalty which I think strikes a fair balance. I agree that item drops would turn me away from this game in a hurry and corpse runs are annoying.

Im not sure if anyone has already suggested this but instead of character lvl xp why not penalize the precious gems or gem xp. most incentive to lvl in other games is to aquire new or more powerful skills, so I think gem lvl xp penalty would be best punishment for death. Or maybe implement a sort of dual approach, gem xp loss or lvling penalty for dying and maybe a bonus for defeating a boss without dying, like xp bonus or timed buff or even an increased item drop as was mentioned before...or maybe a random one of the three... and better yet maybe do the same for death penalty, could be random or set % chance of xp loss or penalty to character or gem lvl or some timed debuff... could make things interesting and could range from "OMG I hate when I get that one!" to "whew, that wasnt so bad. However that would probably be a nightmare to implement into game though =)
Id really like to see the monster/monsters get an exp boost from your death so it requires you to enter the situation carefully for a second time.
Yeah, it could be some sort of twisted Roulette game they play with your corpse! and then you could play the same twisted Roulette game with the level bosses' corpses =D
I'm not sure if this has been said in the previous posts (quite long - couldn't read them all) but how about a system where there's 3 options for when you die (similar to Torchlight and other games).

Option 1: You resurrect back in town for free with no XP loss, but you must wait 1~3 mins to re-enter your TP to where you died.

Option 2: You can resurrect where you die but you lose a % of XP to the next level. Or better yet, you lose a flat amount of XP depending on your level. At early lvls, a % XP loss isn't much but at high lvls where the XP needed is in the hundred thousands, 5% XP could mean an hour or two of grinding. (If such a system of -XP was implemented, please no negative XP or delvling).

Option 3: You can resurrect where you die at the cost of some resources. This penalty could perhaps start off small but increase as you repeat this option within a time frame.

I'm not sure if this game has a system of monster regenerating over time, but if it does, then these three options could work. In normal grinding one could just choose option 1; having to wait 1~3 mins to go through a TP to get back into the action would be no big deal. In major boss fights if you died and have to wait 1~3 mins to come back to a full health boss, it would be better to either lose XP or resources to finish the fight. Coming back with less HP/MP Vials/potions would be a major set back in some cases.

These ideas aren't new but I'm just throwing them out there if no one else has.
I like Narf's Idea about spawning in Land of Death and having to fight your way out to be back where you died.

It could be called "Hades", or Hell. You could have to Fight / or run through mobs and mobs of decaying Bodies on fire, or you could have to make a deal with the Head demon which would let you respawn but only for a specific time before having to serve him in "Hades" for x amount of time... Serving him would / could include slaying of wildly boss, hideous creatures, or create some types of mini games in which you have to press certain key's at certain times.. ect.. Or you could just make no death penalty... or implement a system like "Rift" has.

-Will
1 + 2 = 5?
i think actually simpler is better imo. i'd like to see a system that makes you a little bit pickier though about who you are partying with. ie: someone in your party dies, they just made it more difficult for everyone else somehow. maybe the drop quality and amount gets reduced? also xp loss for sure for the one who died.
i <3 minesweeper
Reward people that take care not to die by giving them a slowly increasing xp bonus percentage.
As in i start with xp*1 and when i get to say lv10 without dying i get xp*1.25.
Of course this would stay for character after logoff and so on. Also it needs a maximum. Maybe 1.50 for default league and 2.0 in hardcore.

When you finally die you loose xp as in most games but here your xp multipel could be manipulated to make an incentive to hurry to get the xp back.
Say give max xp multipel on all normal xp (no boss/quest) for a couple of mins.

And as a sidenote you could sell insurance in moneyshop to keep xp-multipel after next death. This could be a nice thing without making paying players skyrocket above f2p players in levels.



As i see it this would make fresh character fun to play as no deaths makes it level a little bit faster.
Also it would probably me as annoying as much as you are hardcore.
As in a casual player would hardly care/notice it while a competitive player would feel a sting each death as he looses the time spent on careful play to up the multipel.


Its a simple system with a bit of long time grinding feeling over it.
i dont know if there is any kind of repair equipment function in this game

but that would be my option for death penalty

take a hit on equipment durability

the higher the difficulty lvl the bigger the hit

Kodak moments--Priceless

waiting for POE beta key--Torture

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