Death Penalties
I liked the high experience cost death penalty although its not as effective at lower level play.
|
![]() |
At low levels, IMO, death should be more forgiving anyway.
|
![]() |
No major death penalty.
Allow players to self-rez on the spot with immunity period - time to get away from spot, heal, then go back in. Either minor (equipped) item decay or small money cost for this (minor item decay is preferred). By "item decay" I mean item loses some durability and requires repair to restore it to full durability. Also allow other players to rez those who have died (right click mechanism) - so you can rez other players on the spot. Automatic skill (all players are "born" into world with it). Small cooldown for this before skill can be re-used. No penalty at all incurred if rezzed by another player. Last edited by kallisti#5149 on Oct 18, 2011, 11:24:49 AM
|
![]() |
I prefer a loss of Experience on death with the percentage increasing as you go up the difficulty levels.
|
![]() |
A currency or experience loss is what I would prefer is there will not be items lost.
I would prefer to a death to be costly rather than tedious. |
![]() |
Just keep this in mind: Don't make death a free town portal spell. :P
|
![]() |
Experience loss is the way to go in my opinion, a known penalty from other ARPG's and its not too harsh while still making you prefer not to die.
| |
" There is no currency like gold, there are currency items that one obtains that are still... items you can use. So not really an option. |
![]() |
Sacred 2 had a very interesting mechanism, going the opposite way from death penalty: a survival bonus (http://www.sacredwiki.org/index.php5/Sacred_2:Survival_Bonus)
To summarize: to more you kept playing without dying, the greater your survival bonus. The SB increased your base stats, damage, and MF. To counterbalance those benefits, it also increased mob level (relatively to yours). The death penalty was quite simple: your SD is reset to zero. Not very punishing with a low SB (at the start of the game), but quite damaging when your SB could reach 50%+. | |
" There is no durability or "money" in PoE. ='[.]'= =^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled / =-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie |
![]() |