Death Penalties

the dropping your body and you having to go back to get it is an alright idea, but its unfair for different classes.. if ima ranger with no weapon, im boned, if your a caster, its not a big deal your probobly weak in armor anyhow, i think putting a some sort of currency dump here might be appropriate.
What if the number of times your character dies is shown in the characters stats page.
This would make people want to avoid dieing just for the sake of having a good record.

Another idea is give each character a ranking based on a weighted kill death ratio for others to see.
I like the ideas of doing something new in the genre.

Maybe if you die you are transported to this dark spirit world, full of floating ghosties and whatnot - very old school creepy, and foreboding. You have a short, disorienting run to find your way to "the boatman," in this strange realm, so that he can take you across the river which respawns you.

You can have a little spirit pouch, specially designed by whoever gives it to you so that whatever is in it can be carried into the spirit realm.
And you have to always make sure you have some coin in this pouch, to pay the boatman. If not, you have to fight your way back.

If you are in a group a player can place some coins over your eyes, which appear in your inventory while in the spirit world, and you can use this as payment - even if you don't have a spirit pouch.

OR MAYBE:
Old stories are abound with people cheating/outwitting death to keep their own lives. Maybe theres a little mini-game, or some sort of little experience where you have to bribe, or out-wit death.

OR:
Doing things like that are too annoying and that's why nobody ever did it in the first place, in which case maybe you lose a skillgem or something.

oorrr maybe you are weakened for a time after dying - a debuff that stacks.
:)
Last edited by hybridvirus#3398 on Aug 15, 2011, 9:34:19 PM
I have not read every post, so this could be repetitive.

My league of choice is Hardcore, but thats spelled out. What about my Characters that drop into the realm of softies, I need more consequences....

On the Death Penalty:

-In my experience with RPGs of all types I think some percentage(%) of experience loss is a must. I favor something high (and scaled with level) to make people think twice, there's no relaxing in a dungeon crawler.

My idea...

-To sort out what else might occur on death, losing the gear you wear may be too much for many (I love it), but what about the items in your inventory? Those should be fair game.

It could be tweaked like this. When you become over burdened past a certain percentage(%) of your inventory, then the remaining slots become liable to lose their contents on death. Since this is a game of the Diablo seed, we need randomization. The death would trigger a drop on anywhere from 1- ?? slots, from random inv slots based on how the devs see it. There could also be a designated area(pale red/blue background) of the inventory that is safe from on-death loss of content.

To me this makes sense and follows the cut-throat, frantic feeling that these games are loved for.

Last edited by DinoD#6453 on Aug 15, 2011, 10:16:57 PM
Death Penalty should be to run back for your body.


Revived back at the starting area.



But everything you killed has re-spawned.
Death penalty should be different, if at all possible, in regards to difficulty level.

required level of current gear increments by one, potentially making it less usable/useful.
Difficulty Level Naming?
cruelty < torture < annihilation
after Deaths
-You lose exp
-You lose 5% of gold
-You run where you died
-You get something in the style of your character's weakness for 5-10 min


losing the gear This is not good idea :P
I think you should start in the town next to you.
- some loss of XP (increases with difficulty)
- some loss of gold (same as above)
- you respawn in the current ACT town
- if you died while fighting boss monster, his pack should be resurrected and the boss fully healed;

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