Death Penalties

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Tamaranis wrote:

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.


Unless you will not loose the complete buff on dying, but only 1 or 2 levels (out of the max 5).

Ofcourse when the bonus reaches 0 you are right ... but what will those suicide runs bring you :)

In my Opinion, the Death Penalty approach of Demon's Souls was a great idea, in the realisation like its specified in that game not realy fitting to PoE but it looks like this:

If you die you get respawned as a "Soul". In Soul Mode, you got a Penalty on your Life, Mana, Drop-Luck and such, for example like 20%.(there its queit more complex in cause of several dependencies which would make the penalty stronger or weaker, there its pretty fitting, but in PoE it would be kind of oversized.)

If you Kill a Boss, use a special "revive" consumable Item oder if you win a PVP-Challenge against a Player without that Penalty, you are "Resurrected".

The great advantage i see in this system is that you have to be carefull. In games Like Guild Wars, where Penaltys Lower over Time by killing monsters or Named guys, or if you return to the Base, you have not the need to be that carefull, because you just can start from scratch at any time.

With this penalty you need to do something more difficult (at least you can be helped by your mates so its not too hard) whats getting even more Difficult by the Penalty, or you have to pay with your gold for beeing resurrected (some kind of Hospital style, huh? (; ).

Edit: ah I see, there already are some of those (in germany pretty) rare Demon's Souls Players! Already Like you Guy ! :D

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That Benefit life-approach where someone gets kind of Buffed, when staying alive is also interresting!

Some Kind of "Rage"-Barometer, which increases the efficiency of your Character a bit and which gets reset when dying... Cool Stuff! Maybe something like +5% dmg/def per killed Boss, up to a maximum of +15-20% Base Damage(general damage would be kind of heavy buff IMHO).

But here i dont know how to make it scalable enough to power up casters/fighters/Summoners etc. enough to get buffed equivalent. An AoE-Damage Buff of 20% scales kind of more as 20% on a single-target close combat attack...
Last edited by 7hyrael#6733 on Sep 7, 2011, 6:41:00 AM
Hey Guys. I still need to get a Beta key But! I have some suggestions for death penalties. 1. Deteriation of armor like durability, Not so much deteriation on impact like in other games but only whe you die. 2. Loss of small ammounts of xp or gold or whatever the currency is "since i havnt got the beta". And Finally 3. *This isnt a penalty but more like a good thing* A De-Buff that make you invunerable to damage for 15 secs because its always annoying when your spawn killed, also make it so you regen life faster for 5 secs or so. Thanks guys for reading and i hope i healped in a little way :)
I dont think that you can get revived at a position where you are able to get killed, so that invulnerablility is not necessary.
Upon dieing, you are unable to pick up items for 3 minutes(or whatever others feel is a reasonable amount of time) or until you slay the creature that killed you.
A debuff for 10 mionuts which reduces all the players stats by 30% or something and maybe % of exp being lost aswell
I think a loss of XP and a debuff would be best, games without a death penalty are a turn off but maybe not as much as ones with too strong a penalty.

All depends on what mode of difficulty it's set to.
Last edited by Spawndex#3128 on Sep 7, 2011, 11:34:07 AM
Thought of something that could work out quite nicely to give you a *very interesting death mechanic.

1. Some kind of checkpoint-like NPC, a bard to retell your achievements, a wizard that can feel your aura ect... So you can create a save state of sorts that creates a respawn state.

2. This is where it gets interesting. You can gain experience and items, obviously, between the time of the "save" and your death. So there should be some kind of threshold of XP based on League that you can loose. On so you may be able to loose at most 3/4 of a level or some thing like that. And 4/10 (scale down by level?) newly equipped items remain unaffected.

3. Now the extra stuff in limbo, that extra 1/4 of your level or 5th new item (if you actually passed the threshold), does something to the world. Have there be some kind of conflict between the re-creation of your previous state and the memory of your current (dead) state. So those lost experience and items create a tear that can optionally be entered to fight in a bonus arena or some kind of shadowy challenge. Doing so can result in regaining the lost stuff in a sort of chaotic way. The reward should be randomized a bit so that the item may actually have been improved slightly, or destroyed all together. And the XP gained may send you back to pre-death levels, or simply remained at your save-state.
How about being transported to the Afterlife {instance type thing} where you fight a few waves of mobs on a time limit. According to how quick you do it determines what penalty you take.
I originally wrote a number of ideas. Then I removed everything but the one I really like best:

Add a self-esteem stat. If you die, you loose self-esteem. Low self-esteem reduces your abilities to use your skills effectively (something you can see in everyday life). Achievements like avenging your death or a killing spree can restore your self-esteem.
There are many ways to die, but only one way to live!

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