Death Penalties

With how the game is being designed...moving away from gold sinks / time sinks etc, I would have to say that Xp loss (Either into a pool of re-awarded xp or just lost xp) would be the only method of a death penalty.

Costing players time is the only way to effectively scale a death penalty. Items lost or gold lost would simply mean that at some stage, players wouldn't mind dying as they have enough items to recover. Time can't be collected like this.
Ok,

Im a old school player but i think best way around the pking is....

When you pk somrone they have two choices, either

Revive: Which is then you revive on the spot you will look 20% on all stats for 5minutes and some experience.

Warp To Town: When you warp you will randomly drop an item but you wont lose any experience.

I think these two choices are the best way around it.
Neji

Guild:KnightsOfShadow

"Awaiting the path to open, so I shall exile you from out of this realm’s existence"

Born to pk, Born to game, Born to be hated.
"
DigiCZ wrote:
Death penalties - NO ITEM DROP - this is really bad and players wont like it.


Maybe you can buy your items back from a grim grave robber for a reasonable price. He could come after you died - just in time. What a luck! :-D The items are holy, I know. But that is a real penalty.
Your signature here...
Seing this is anold thread, What abotu an update ... how is it currently designed and works out now? What are the current problems with that system?
What about this, every time you die you need to choose one of your equipped items, like sacrifice for rebirth?

And it depends raritynes of an item.. if you sacrifice white/grey item u need to give different amount of money too + lose exp etc.. the better the sacrificed item is: better changes for rebirth (without losing money or experience etc) and even some helpfull buff; to regain health/maybe exp boost or something like that + u can continue playing at the same place where u died.


If u dont have any items or money, then u lose exp (amount of exp lose would be higher at this point), get somekind of negative buff/curse on you and teleported back to nearest town for example... if this happens, should there spawn tombstone where player died? so player could go back to claim that stone and be cleared all those negative buffs and maybe getting back some exp..
Last edited by turtuma85#4152 on Aug 12, 2011, 12:03:09 PM
i think a small XP loss and little monster buff is a good enough way to make people fear death without punishing them too much.

if you get no penalty at all or just stuff like "you are week for 30 seconds" all you got to do is wait till your buff is off and then go on. it wont stop people from mindlesly running into fights.

in RIFT you could revive near your body once an hours with no penatly. that way you were able to keep up with your party and stay in the action, but you had to be carefull because you didn't have full life/mana.

maybe this cam be migrated to PoE.
after you die you can ressurect yourself and stay in "soul form" for 10 seconds and move to a safe place (you will still be punished with XP loss or whatever). if its too dangoures to revive there you can simply start back in town (still with XP loss). this way you would still fear death because of the punishment but would keep low the running times a little.

"
Madav wrote:
Alahadi, they're already planning for those stipulations you've mentioned; only with separate leagues: http://www.pathofexile.com/leagues/

Difficulty has nothing to do with one's league setting so the two are not interchangeable.

That being said, I detest the idea of losing one's hard-earned items arbitrarily when one didn't agree to those terms in the first place. However, there is a league for just such a thing, and it's called "cut-throat."


I see but still you wont loose those hard earned items if you buy yourself some kind of blessing that will protect item drops on deaths.

This would make money more worth and still make you fear death.
"
Apocalypse23x wrote:
to start i wanna say that the death penalty should make it so you dont run endlessly into death without care but should also not ruin the game or force you to stop playing for awhile. with that in mind


1. the worst idea ever is making the killing monster stronger. you died because something was difficult so lets go and make it even harder next time. oh you died again well lets make it even harder. talk about a sure fire way to get people to save and exit

2. weakened characters is something other mmo games have used before but has not been perfectly done yet imo. give me a weaker character but instead of slapping just a time stamp on it give me a way to work of the "sickness". something like we are weakened for 30min game time or whatever but each kill takes X amount of time off our penalty. multiple deaths should only reset the time not add onto it

3. corpse runs had their day and no one seems to like them anymore. i am really used to them so i would be fine with them but they are a dying form of penalty

4. xp penalty will always be around but how much depends on the real challenge of the game. some people hate this but to them i say dont die

5. dropping items is a huge no-no imo outside of hardcore. actually seeing as fallen hardcore become normal characters it would not be good there either. dropping items would force people into passworded games and really kill the fun of the game

all in all i cant say for sure what i want. i think the tried and true xp penalty is fine and enough to prevent people from wanting to die. add a weaker char for 5-10 minutes or whatever and people will really hate it. anything beyond that will force people away from the game which is just bad business. one thing i would like to see is a tracker for times killed and possibly by what type of monster. this should be viewable by anyone at anytime. then again like i tell everyone at the diablo site i am a big stat guy so the more stats the better imo


I kinda agree with you, its a shame you lose your itens when your dead (cuz if you couldnt go through that part of the game with your best equip, you will not be able to go any further without it), or it drope on the floor to everyone see or be able to catch (same reason and plus, some players will enjoy watching you die just to get what you got).

The experience penalty its effective and everybody seems to be used to it, there are other forms of penalty as well:
- no drops for X-time (if you use X exactily like you exp penalty it could work just fine. Exemple you just died and lost 10% of you current exp points, that number is converted in secs and each monster you kill will reduce that timer in the amount of the exp you earn for kill them. Pratical, until you get back that 10% lost, no drops for you young boy). It feels right that you dont get any drop from the boss that just kill you, after all, he killed you, why getting back over and over and killing him after several failed attempts should give you some item?

If you look this way, you will see that go after some part or some boss and not die, is rewarding enought, cause you will be able to get your drops normally and go on with the game.
It will also be an push to play online party.

In party games the penalty could be something like a shortly stats penalty (a friend just die on my side, Im angry and going to revenge...) like
Increased attack speed but also increased damage taken or Increased damage dealt and damage taken...

There are some several things to consider to keep players interested and the game pace fast.
Experience penalty would be fine.
i approve

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