Death Penalties
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Well, many good ideas here. But, since you can be in a party with others I think that anything that is going to make other players wait on you for more time than it takes for one of them to open a gate for you is a bad idea.
It can be really annoying to have to wait on another person or persons when you're trying to get your game on. Mostly I'm talking about the myriad of AFK reasons you get in any mmo dungeon setting. So I think a death penalty should be something simple, and only effects the player that died. Instead of losing exp, why not use an exp debt such as EverQuest 2 has? When you die in that game you can get right back to killing, you just have to earn exp to work off the debt before you start gaining exp again. You could even put in a real exp loss after say.. the 4th death in 20 minutes to help cut back on zerging a boss if that is a concern. You could combine this with a durability hit on equipment for a gold sink if needed. I'm guessing in a party if someone is left alive they can either revive folks or open a gate to get them back to the place they died. So again, I think the penalty should only effect the player that died and not the whole party. This kind of mechanic would also work for the single player, to keep the programming behind it less conditional. E |
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I'm fine with the system in place now. If you die on normal, you lose nothing.
Die on cruel-5% exp loss Ruthless-10% Merciless-15% Losing items is a ridiculous penalty, and that in combination with FFA loot will absolutely kill random parties. |
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" This. Demon's Souls does a mild form of this and it works out good. |
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I would definitely suggest a gold and xp loss. As far as a Xp loss goes, it should not drop below the amount of xp the player has gained since start of play time. For example: if there are continuous deaths the amount of xp would not drop below the total xp gained by the player since the start of his/her game nor should it de-level a character. The same would go for gold during a play session.
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The obvious xp loss is obligatory, but I think that the idea of a debuff to your char for a time (say, anything between 1 and 5 min) should work well in my opinion.
This idea works wonderfully in lord of the rings online (even though in a not a action rpg), and depends on the level of the enemy that killed you. It reduces your maximum life and the damage you do and receive by a fixed amount depending on the debuff level, and the timer resets if you die again. Nothing too bad that makes impossible to fight, but hinders you. You don't want to fight a boss while debuffed after all. And it should be removable by a item In this world,
There are still people that know my name. That they remembered, Is mortifying, intolerable! Yet, I'm glad, so glad, that my tears won't stop. |
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i believe the typical arpg death penalty is fine. Gold and a little exp. And when you get your body back you get say 50% of the lost exp back. So say dying loses x% of what you have, you gain 25-50% back when you pick up your body. I felt the death penalty in diablo 2 was good. You could make it more costly to exp or gold and would still be pretty fair.
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i like the idea of a modest EXP loss
or the generic rez-sickness with durability loss like many other games. since this is a casual style game, you should not penalize the character with a "hell" style corpse run.. but then again it should not be sugar coated to the point where death is meaning less. I personally think a combo would work - some minimal XP loss (perhaps 1-2%) - some durability loss (which equates to coin/gold loss if you need to pay for repairs) - some temp 1-3 minute stats loss |
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I'd like death to be something very meaningful that makes you have to think about what you're doing.
I'd hope death would be something you don't do very often (unless you're reckless) but when it does happen it really hurts. It puts more of an edge on the game. I personally liked the games I played where you had a % chance to drop items. It added excitement and a sense of danger. |
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Good ideas
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" hi multiaccount user post counting ha? |
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