Death Penalties

Making death a 1) new challenge and 2) opportunity are both great ways to do it over purely penalizing approaches. The suggestions of an extra "death stage" to gain back lost assets are good. I also like the idea of revenge - the spirit of your killer could follow you into the death world and you would have to face it. As to opportunity, many WoW players remember the first time they died in Blackrock Depths and saw a ghost that gave an important quest - this kind of thing here and there would be excellent. Also, it's always more interesting when the death experience is related to the area where you died, not just a random disconnected mini-stage. Finally, none of this should take more than a couple minutes (at least, not without providing some sort of reward above and beyond "avoiding a worse death penalty").
I see a lot ppl saying penalty and loss of, but actually that's the way nearly all other games went and i guess i can with confidence say that all players hated the way to either lose something or have to run back and forth or even worse fight barehanded towards their dead body to go on.

Some ppl here said something interesting like make surviving more interesting. Absolutely my oppinion, if you are good (staying alive while active fighting/moving) you can gain for example:
- more xp in a way of a multiplicator (maybe even interesting for a statistic/ranking) who brought the multiplicator higher BUT it would have to be reasonable like monsters on the players level or not to far under ofc!
- better drops perhaps based on the same system
- as a motivation it could be cool to give a chance of rare gems if you bring the multiplicator high enough

Undeniable will the multiplicator have to be reset after the first death, or at least decreasing in steps bigger then the gain from killing. That way it would not be all lost but still hurting. Leaving the game or camping for to long should also bring down if not even reset the multiplicator, as it should basically only reward the active and "not" waiting players.
Two ways to make it not to powerfull:
- camping/inactivity can completely reset the multiplicator
- log out -> (form of inactivity ofc) will reduce the multiplicator by a certain amount, either 25% or perhaps more, that way it would not be as hard for player that need to interrupt and leave then for player that just camp and do something else beside.

Camping, chatting or just plain standing around is nothing you can forbid ofc, but it's certainly nothing that should influence the multiplicator positive.
Thinking of spammers or worse it would be perhaps best to either make it an option giving the player the chance to stop/freeze the multiplicator by choice or do so in save locations. There are a lot possibilities and ways to make it fit and fair, but as i can't yet judge about all the factors ingame i think this should give already a basic idea.


Oh, and there is ofc nothing wrong to set a kind of bonus on the revenge against the mosnter that killed you ( if you can find it again that is ;p)

Try to stay away from the penalty system and go the support way, is proven to motivate and hold interest up longer then the negative opposide ;)

Thanks for taking the time to read my oppinion, perhaps i can soon get a more (inside game) view and therfor more informations for suggestions .. cya
There is always a way.
If not ... let's make one ;D
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PatBu80 wrote:
Some ppl here said something interesting like make surviving more interesting. Absolutely my oppinion, if you are good (staying alive while active fighting/moving) you can gain for example:
- more xp in a way of a multiplicator (maybe even interesting for a statistic/ranking) who brought the multiplicator higher BUT it would have to be reasonable like monsters on the players level or not to far under ofc!
- better drops perhaps based on the same system
- as a motivation it could be cool to give a chance of rare gems if you bring the multiplicator high enough

...
I really like this rare drop idea for staying alive in a fight!

The multiplier should slowly go down to one, while not fighting, though. Upon death it might be sensible to set it to 0 and you'll have to grow it back to 1. Now it just needs a name that doesn't kill the immersion. My self-esteem idea doesn't quite fit.
There are many ways to die, but only one way to live!
First of all - I haven't tried this game, I only have seen some gameplays on youtube.

If we are talking about death, than I have an idea how to make this game - TEAM GAME. For example teammate, or any player who fight near you, can revive you, if enemy kills you. Here can be given 30s-1min time to do that, otherwise if friend wasn't fast enough to revive you - you should get some penalties or respawn to town and wait for friends portal...
And enemy who killed you should become stronger and/or gain some resistance against your the most used skill/tactic against him...

When you are dead, zombie/bad ghost can appear instead of your dead body and fight you, but maybe you wont get any exp for killing him...

P.S. I think that EXP lose for death is bad thing...
Plus I think that EXP should be given even for hitting enemy, not only for killing, because if you play with party sometimes you all are hitting one enemy at the same time and bad idea is when only guy who hit the last and killed enemy gain exp... So the idea is that if you want get exp, help your team and be a part of it. And maybe there could be extra exp for helping to kill the same guy and etc...

Thank you for reading my opinion and sorry for my poor english...
Don't have beta, so sorry if some ideas which I share already are in game.
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lithuanian wrote:
Plus I think that EXP should be given even for hitting enemy, not only for killing, because if you play with party sometimes you all are hitting one enemy at the same time and bad idea is when only guy who hit the last and killed enemy gain exp...
The common solution is, and I think PoE is no exception, that every present party member gains the same EXP for a kill (apart from some level modifiers). The idea is that a support character like a healer gets the same reward as everyone. With your idea healers would still get nothing.

And don't worry about your English. The internet is international and a lot of people aren't native speakers (that includes me).
There are many ways to die, but only one way to live!
Maybe some form of durability loss that translates into more money spent on repairs (if there is durability). Or a loss of XP, but only at higher lvls.

One thing I hate though is a D2 style of penalty : half your gold lost in your chest, and you have to waddle through tons of enemis to get your corpse back. On higher difficulties this was almost impossible, and you had to restart the game...
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esquif wrote:
One thing I hate though is a D2 style of penalty : half your gold lost in your chest, and you have to waddle through tons of enemis to get your corpse back. On higher difficulties this was almost impossible, and you had to restart the game...
I agree, D2 without a party sucked.

A good party however secures the perimeter of your corpse and opens a portal, so you're back in action and in fighting condition within a couple of seconds.

D2 with a good party was a great game. I'd love PoE to be a great solo experience, too, though. Having hours of fun with a party is great on weekends. During the week I just want to spontaneously let off some steam for 15 minutes. So taking 5 minutes to organize a party is already a terrible time loss.
There are many ways to die, but only one way to live!
I'd add some kind of trial actions to become fully revived.

For example, bare hand annihilation of several mobs similar to you in strength, either leave them alive and suffer exp/item/whatever loss and some kind of debuff.
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kalstrams wrote:
I'd add some kind of trial actions to become fully revived.

For example, bare hand annihilation of several mobs similar to you in strength, either leave them alive and suffer exp/item/whatever loss and some kind of debuff.
I really don't see why people like this mini game/challenge thing. It's certainly fun for the first time, but it will be annoying by the third. I want to get back into the real game ASAP.
There are many ways to die, but only one way to live!
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lonkamikaze wrote:
I really don't see why people like this mini game/challenge thing. It's certainly fun for the first time, but it will be annoying by the third. I want to get back into the real game ASAP.


That is why you have an option not to choose the challenge. I had never seen an PoE's intention to be more casual than it is enough.

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