Death Penalties
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You guys must decide around what exactly will the game economy revolve and include it in creating the death penalty for "soft core" leagues . I mean if it is going to be some money sink that can be avoided by any means ( like every time i go to farm i can put the lowest amount of money that i can carry and gg see ) , it's just not worth implementing it .
Now losing gem lvls and item drop etc is out of the question the way i see it , pretty much self explanatory . Exp. loss can work if there will be exp reqirement for certain aereas but on the other hand if we get exp REQ people will abuse it to stay at certain lvl and farm for ever with their alts . The way i see it from a f2p point of view you can implement minimum cash limit to continue to gain exp meaning if you die and you don't have the gold required you can farm but you can get exp which will boost the game economy as a great money and time sink ( both things prooved to be of major importance in every mmorpg out there aka money + time sinks ) . That's how you may * ( never said CAN or anything mind this ) contain the inflation of the ingame currency ( idk if there is going to be Auction house or a trade channel in the forums , i know you haven't decided yet ) + create a decent time sink to punish people for .. facerolling so it's not like in D2 people didn't need gold for anything and when they die in SC you just get back and take your corpse or make another game and auto get your items back ( which was pretty easy and .. idk dumb ) . Ridiculous low ingame currency gains in such case will be a great plus to this system if ever implemented . tl:rd : Minimum ingame currency pocket limit + exp gain restrictions if the limit wasn't met creating time + money sink to punish the players for not being carefull enough . Low ingame currency gains from mobs so the system can actually work . Maybe minimum lvl requirement for certain zones but i guess this won't be necessary since it will contradict the RNG factor in the game . Still waiting for my key to test the game QQ . |
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I Dislike any kind of major death penalty. Anything more than a longer respawn timer if you die to many times in a small window of time I think is overkill and just gets annoying. The death penalty is dying and you do not succeed. It does not have to be anything more.
The Black Dahlia Murder > Your favorite band
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" Maybe you could reset the instance they were in if they were solo when they died. The penalty here would be wiping their progress in that instance. Might be kind of hard to implement with parties and people who are saved to the same instance as you but left the party... Another idea would be to de-level (remove 1 level of) one of the player's skill gems (that they have equipped) at random. |
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Make it incentive based, not fear based.
Reward for not dying. Anyone remember PeP system in TcoS? It was a second xp system with 5 levels. Killing stuff would give you PeP and you could gain PeP levels where each level would slightly increase your stats. When you die, you loose your PeP. |
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There are a lot of good thoughts on the penalty system. One thing I have not seen a game do is change the severity of the penalty based on the difficulty. So if you get killed by a monster on your level or below it should be a bigger penalty than if a guy who killed you who is several levels above yours.
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How about the area you died in terrifies you and you suffer penalties in a zone around where you died.
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Personally i feel as though the idea of having to run back to my body as a ghost or all the way back to town or doing any sort of ghostly activities would take away from the game and get very tedious, very fast. What if you die 3 times in quick succession? it's hardly rare. I think a loss of XP is always a good idea though. I don't feel there should be a penalty which stops you getting back in the game asap though as I said that could become incredibly annoying, nobody likes waiting around for debuffs to finish. I like the idea of you dropping your body and you have to get it back to retrieve your items though like in D2, never found that to be very frustrating.
Perhaps you could lose a level on a couple of your skill gems or something too? |
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" This is a very good plan actually 1000xp without dying - you get 500xp bonus 5000xp without dying - you get 2500xp bonus but then if you die you don't get the bonus for 1000xp without dying again, you have to get back up to where you left off to continue your progress up to the next bonus. Then you could add some really big rewards for players that have reached like 891548956xp without dying |
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i would always be happy with a experience and gold penality as in diablo 2 because poeple tend to clown around at higher lv and try things they wouldnt do normally if they knew they would be penalized.
even having a corpse recovery to get at the area you died at seem a good idea. |
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" I really like that idea. It gives excessive players a goal and weak ones won't be that frustrated, because you can train at any time. Maybe players that haven't played hardcore yet, will try it, because they got used to being more careful anyway. However, I would set the rewards at a smaller rate, like 1000XP without dying = +50XP, 10.000XP = +500XP, Another idea might be, that you get a slight increase on XP-rate at a certain "battle-time" without dying. Especially at higher difficulty people will train anyways to not die (so for that kill weaker monsters that don't give them much experience anymore) and that would help give them a reward for that. Good Luck! May the key be with you! Last edited by Forfeit#0812 on Aug 25, 2011, 7:14:35 PM
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