Death Penalties

I'd rather something that wasn't -xp and gold. I think that they aren't really much of a deterrant. I always found the -xp and gold just broke my immersion.
well after seeing some videos of the beta... there does not currently seems to be any gold in the game... perhaps this is going to change as time goes on...

or perhaps it will truly be an item driven economy. If their is no gold, then i'm guessing that my previous statements about durability loss/gold loss would have not be valid. not quite sure how the game would work without the gold mechanic.. so i guess until i get into the beta and see how it all works currently.. i don't think i can give a fair opinion on this topic.
I think players should have a % chance of dropping items from their body on death and being killed by a player.

If users don't want to risk losing items you could add a system where they can use their exp from their exp to protect an item. Rarer the item the more % of your exp it will cost.
[b]admin@exiledatabase.com[/b]
Multiply hit points for not dying is better i think
The Force be with you
I was thinking, that we do need some sort of penalty. But this is a casual game, we're not talking EQ1, with 2 hour long naked corpse runs and losing exp to the point where you can de-level.

since this is a more casual style action rpg, the penalty should be suited towards that. perhaps even a scaled penalty..
for instance if it was a rez-effect debuf that would last longer the higher level you were.. there for lower level players are not penalized as harsh as a higher level.

i still believe, until we know for sure if gold is going to exist... a lot of the death penalty options focus around that, be it direct gold loss, durability/repair costs... etc

lotta good info in this tread, hope to see the best balanced implementation of all of the ideas.
all gems loose a level...ouch
"
Lyncus wrote:
I think players should have a % chance of dropping items from their body on death and being killed by a player.

If users don't want to risk losing items you could add a system where they can use their exp from their exp to protect an item. Rarer the item the more % of your exp it will cost.


When I say % of exp, I mean a % of totally exp gained (your exp bar).
[b]admin@exiledatabase.com[/b]
Last edited by Lyncus#3212 on Aug 23, 2011, 12:16:18 PM
One option that would be based upon the standard that this a casual rpg is to have a random mob in the area swipe one of the items of the corpse and you cant get that item back till you hunt down and slay that specific mob. Other players will not get the drop if they kill that mob and if that mob is slain by another player character a different mob will spawn with that item then. This idea makes the character return to this area to find his lost item without a real xp/gp penalty. The mob can be random or you can signify it in a variety of ways. The character will not truly know what he lost until he gets his item back unless if it was randomly chosen out of his back pack. This is where it becomes fun, because if it was something that was not equipped and they don't remember their storage well they could be hunting down that mob for their sacred and powerful weapon or maybe it was one silly little gold piece.
Well you could have your skills EXP Drop back to the 0 for the level of the skill and loose some money.
You could do what they did in torchlight respawn in town for no penalty respawn at the zone entrance for an exp penalty say 1 of your skills goes back to 0 in its and respawn where you died all skills exp total is 0 (0 exp at their current lvl just to clarify)

Report Forum Post

Report Account:

Report Type

Additional Info