Death Penalties
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Death penalty should have money/exp penalty and a way to reduce those paneltyes (+ more than 1 way to revive is a bonus).
Loosing your equiped item is too hardcore for most players and loosing stuff from inventory makes alot of running back to your stach/bank thing. Having more than one way is the best revive. Corpserunning is ok, but these days it's way too common mechanic. If you can invent a good minigame it would be perceft for reviveing (ie. get send to nether/void where you hafto find a way out) Also it's good to have the "i don't care about the cost, i just want a ress" is important to be there too. For those who can afford the (whatever it becomes) penalty of death. All in all. Have multiple ways to ress. Giving players options is always good for the gaming experience. PS: if you want to have exploration a major factor (if not then just ignore) it should be able to prepare your character for that (ie put money and exp in somwehere safe) so ppl will be like "you will probably die if you go there, but it's ok... lets go see whats in there!" Last edited by Bafu#3714 on Sep 6, 2011, 5:44:39 AM
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" Im agree with this. I think a death penalty is necessary. But I think a reward for being alive more time is viable too. Using both will make the player to have more intention in being alive and not to die. "Oh! If I dont die, I gonna get a reward. Oh! If I die, I gonna lose this thing or this other thing. OK, let's survive!" That reward could be a random special/rare (or something) item, or additional experience points. I dont know what penalty would be the better. But I think the monster buff around your corpse it's a good idea. I would add that the buff will long an amount of time. If you get your corpse in that time, the penalty will be lesser than if you get your corpse when the monster buff has expired. Last edited by Hidemitsu#3882 on Sep 6, 2011, 5:45:46 AM
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I always liked Demon Souls' death penalty. That decreased permanent health and loss of all your souls (currency) until you got your body back, and sent to the last "checkpoint". But then again, it made people get better at the game till the death was little more than an inconvenience.
I suppose a death penalty is entirely dependent on how hard you want the game to be. You could always make death make you a ghost and you lose the ability to use vendors until your body is back. That would decimate the ability to farm items/currency for bartering but make the game harder overall as well. @Chaber unless everything no longer spawns, replaying a section with no penalty just means more chance for xp/items. If you are the type of person that dislikes replaying a section, any MMO or action/adventure is not your type of game. A debuff or penalty of SOME sort is a great way to punish the inevitable botters. It also makes people learn their limits and grind where appropriate. |
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Give characters a record sheet that is viewable by other players that includes cool little stats including how often the character has died.
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maybe if you have to play some sort of randomly generated min game or leave and if you get to the end and win you get the stuff in your inventory that you would have losed. so basically a way to fight back to live and keep the things you lost.
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Hard to jump in on a forum 70 pages long, but has anyone discussed something like disorientation? For instance, when you die you have some kind of screen effects like blurring or haziness for a period of time.
Or if your character took a permanent mark like scarring to their facial icons. So when interacting with others your profile would show some of your skill level by how undamaged your picture is. Or maybe too many scars damages your interaction with NPCs so if you die a lot you have to spend extra money on items to improve your appearance so you can continue to buy items in a store etc. Or perhaps as your appearance goes down your barter rates get worse. Neither of these really makes the game that much harder while still making death an inconvenience that it should be. |
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A simple timer with a % drop in abilitys and stats might work, die again before timer runs out and even suffer a larger penalty maybe.
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I personally feel the best course of action is to put in a very minor penalty that encourages you to not die but doesn't make the game directly harder when you do.
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I have to agree with some earlier posts. Reward staying alive instead of punishing death. There would be a number of ways to do that.
The variables would be the trigger and the reward. The easiest trigger seems to be either damage dealt or monsters killed. You could do time in game, but that might result in people leaving their games on overnight for the +. The reward could be a small XP boost or a small increase in your chance to find currency/rares This would obviously need a cap. I feel like an avg investment of 1 hour would be a good cap. |
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I think an XP penalty of some kind is the way to go, really. There's a couple of ways to do that:
1: Die and XP is removed from your character sheet. Maybe you can even lose a level. That one's pretty harsh. 2: Die and you receive some kind of "negative XP." which must be worked off by killing monsters before you can add more XP to your character sheet. There would have to be some kind of cap. 3: Same as 2, but instead of all the XP you would earn going to work off your "debt" half of it (or some other fraction) is used to pay off the "debt." The other half is added to the character sheet and contributes to your next level-up normally. Regarding the earning a reward for not dying: It's probably not as harsh a penalty, depending on what the bonus is and how high it can go, but if you've just died and had your bonus removed you've really got no motivator to prevent you from making a series of suicide runs into whatever situation got you killed just now. From what I've seen currency penalties don't make sense in Path of Exile, what with the game being pretty-well currency-less. The idea of reduced stats on a timer, or making the player do a lot of running and waste a lot of time to get back to where they were doesn't do it for me. There needs to be a penalty, but not one that stops you from playing by enforcing "downtime" |
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