Death Penalties

I say that when you die you should loose a small % of xp that is required for the next level. And the percent is based on the monster level of the area you are in in some way! I don't want to see the xp loss to be very significant because it can be VERY annoying later in the game. Also because the percent xp loss would be too small at the beginning I say their should be a small money penalty. I think the death penalty in single player on default league and lowest difficulty should be substantially smaller then in higher difficulties or with more players because it would be frustrating and I would think you would want to keep the pace of game faster instead of having to go back and regain xp or farm for gold... because that's all it would do earlier in the game.
small xp gaining penalty and a 1min ban on using town portals. this can be removed with a cash shop item so you guys can make some money
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Rustychops wrote:
You could always lose your body when you die. It holds all you weapons and items (only you can pick it up). You also drop all your gold and lose a bit of XP.

Iv never seen this idea in a game before.It would be great to see GGG try it out!


Did you ever play Diablo II? lol this is exactly what it's like to die in softcore.

e/ Also for my idea on this since i forgot

When you die you could suffer xp loss depending on a % of that level or something

and you could get stuck with like a negative aura for X amount of time that could be stackable upon multiple deaths
aura could do a number of things less life for the time lower attack it could lower everything would just make you really not want to die
Default ladder: Zosia
Last edited by BongTokinToast#3425 on Aug 28, 2011, 11:33:25 PM
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MrBigwilly wrote:
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MarlonB wrote:
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.


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


I wouldn't want to fiddle with XP, cash nor items.

I would say get 1% increase to all your stats per Personal Experience Points level, up to 5 PeP levels. Lose this benefit on death, where you have ro re-earn it.
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MarlonB wrote:

I wouldn't want to fiddle with XP, cash nor items.

I would say get 1% increase to all your stats per Personal Experience Points level, up to 5 PeP levels. Lose this benefit on death, where you have ro re-earn it.



Yeah, I think this even might be the best idea yet. You have this bonus: It might even be a slightly higher chance of finding raw items. But to keep it in action you must not die. Otherwise it will take a certain amount of kills (I call it fame) to get it back again.
Maybe you even can create a person linked to that, for example if you die you can buy this bonus for a certain high price in order to get it right away and not have to kill to reach this "fame-status" again.

Another idea that just got into my mind: Maybe because of that fame that you didn't die (for the story issue - that you didn't fail in your journey) merchants admire you and give you discount for their items or you receive free potions every once in a while.

Let me know what you think. I personally believe that with such a great new game should come lots of great new ideas to make it even more unique!
Good Luck! May the key be with you!
I also like the fame concept - when you will die, you will loose a portion of fame and you can restore it only by gaining some EXP from killing monsters. Fame would give you better magic find and/or cheaper prizes at vendors.

If the fame is tough to implement in this stage, it could be done otherwise - after death, you will get a slowly dimnishing negative effect on your magic find.

Things like loosing items/EXP/long runs for body/fighting through "Hell" level back to live are imho extremely annoying.

Also if death is not something like in D2, where some obscure insta-death can happen (Soul boss packs, fire enchanted exploding bosses, iron maiden, lag), and dying was really your own fault, I wouldn't mind some harder (EXP loss) penalty.
I think the method of extra damage to gear, loss of exp, and the run back altogether should amount to plenty off punishment. Knowing that you lost is frustrating in its own thought.
For me we can do it in two case for normal modes of difficultie :
1- realese in safe area :
10% of gold and XP lose
2- Corps run :
5% of gold and XP lose
I think a sort of buff that is either a constant percentage or a smaller, stacking/scaling number based on your level sounds interesting.
You would lose this buff upon death, and it would take a certain amount of XP - maybe a certain percent of your to next level - to get it back or to build to another stack/tier.
It does not have to be a major increase, but one that will still be noticably beneficial to players. It may even make the difference on a boss if you're trying out a strange build or something.
If having it based on XP is too rough because of a lack of worthwile monsters in an area, it might need to be adjusted but I don't have any ideas on that just yet.
for all of you saying that we should be rewarded for not dying as apposed to penalized for dying, thats stupid. Your reward for not dying is getting more loot and progressing in the game. playing the damn game itself is the constant reward. giving someone kudos for something they should already be doing anyways is dumb imo, so why the hell not take away a little bit of their rewards when they die, aka %derability/xp or watever. (which is axactly wat most games like this do) and I am also a fan of deaths without penalties as well bcause I agree that dying in and of itself along with having to restart from town or a checkpoint is penalty enough.

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