Death Penalties

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PistolPepper wrote:
Positive reinforcement, anyone?

Time played w/o death = more powerful player.


I can see this having issues in hardcore pvp. It would end up making things more uneven between players that are only a few levels apart, or who have just played for longer.
What if I level fast compared to other people, but they are all stronger than me for no other reason than because they took longer? Doesn't seem very fair, especially when you only have 1 life.
This, among other balancing issues, would make this feature hard to tweak, or marginalize its value, in which case dying becomes less of a big deal as well.
Okay, how about:

Enemies give LP (life points) depending on their lvl. LP can be spent buying mercenaries and/or unique one time skills (i.g. all creatures on visible map become your ally temporarily) and/or something (significant)

DP (Death points) are gained from dieing. DPs decrease LP earnings. DPs can be removed* through - quests, currency, xp, purchases*

An indirect route to xp/currency loss

As for the LP farmers? Dieing in a place you shouldn't, for instance: lvl 10 player in lvl 40 area = x4 the DPs.

A new grind mmmm


Last edited by PistolPepper#4026 on Oct 22, 2011, 6:42:40 PM
I enjoyed the way diablo 1 handled the death. Upon death you dropped all stuff that you were wearing and half of your gold you were carrying. (Gold could be saved by putting it into 'your' chest/bank)

Perhaps loosing all stuff is a little hard for most of the players. (You realy get desperate.) So what about getting stuff back by absolving a quest, something like: "Hello, Champion NAME. I heared about your defeat in the dungeons, but not only me, many did. I also heared that a group of bandits was able to get mighty items out of the dungeon. A mole of mine told me that those items once belonged to you. If you do me a favor, i can tell you where you can find your equipment"

So there would be 2 quests to absolve to get the stuff back. Perhaps the first one let's the champion wear "lend" equipment...

The result would be a time penalty and a "you cant go on" penalty, as your equipment is missing.
"
PistolPepper wrote:
Okay, how about:

Enemies give LP (life points) depending on their lvl. LP can be spent buying mercenaries and/or unique one time skills (i.g. all creatures on visible map become your ally temporarily) and/or something (significant)

DP (Death points) are gained from dieing. DPs decrease LP earnings. DPs can be removed* through - quests, currency, xp, purchases*

An indirect route to xp/currency loss

As for the LP farmers? Dieing in a place you shouldn't, for instance: lvl 10 player in lvl 40 area = x4 the DPs.

A new grind mmmm





Needlessly complicated. Death should not be an ordeal... And it alienates new players unfamiliar with these types of games.

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masterflea wrote:
So what about getting stuff back by absolving a quest,


This is in the needlessly complex boat as well.

When you're partying with friends and you die in the first wave of a boss fight, do you really want to be completely and utterly useless to re-join the fray? At least, until you complete some arbitrary BS that will take longer than a bossfight...
Last edited by EternisRequiem#6832 on Oct 24, 2011, 5:31:43 PM
I see nothing wrong with xp loss as the only death penalty. It's fast and simple, and effectively punishing. I've said before on this topic that debuffs, timers, and the like are just slaps on the wrist that you can wait out with no effort. XP loss requires you to actively make up for your mistake of dying, but does so in a way that you can make it up over time without focusing your efforts on it as a task.

The only argument people seem to be posing is that it supposedly negates the time and effort you put into leveling your character. I disagree with this on the grounds that your time and effort are an investment towards fun, not just towards a max-level character. Playing the game is the return for your time and effort investments. If you don't enjoy playing the game and are upset that you lost a little progress because you messed up, there are plenty other games that don't penalize your mistakes.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Last edited by WhiteBoy#6717 on Oct 25, 2011, 12:12:35 AM
@EternisRequiem

actually yes i want to disturb the teamplay and let people who die get a penalty. (If you have ever played diablo 1 you know what i am talking about)

I don't like the lets run in and check if we manage style.
People have to be afraid of opening the next door, going deeper into the dungeons.

But that is something that is missing in almost all "NEW" games.
I wanna be able to delevel
Steam:Gonejah
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masterflea wrote:
@EternisRequiem

actually yes i want to disturb the teamplay and let people who die get a penalty. (If you have ever played diablo 1 you know what i am talking about)

I don't like the lets run in and check if we manage style.
People have to be afraid of opening the next door, going deeper into the dungeons.

But that is something that is missing in almost all "NEW" games.


If I spent the last hour with 5 other people, especially if it my friends irl completing a few areas, or a dungeon, and me, with my squishy squishy witch facing a new badass boss that I don't know is going to do some huge AoE meteor attack kills me and I have to do some obnoxious quest to get my stuff back in a game that's designed to be fast-paced ARPG/Hack-n-slashy, then I'd never play the game.

It's against the genre, it's against my time, and it's completely meaningless.

Why would you put a delta between party members and friends anyway? They'll kill the boss, get the credit, then leave you behind.
may be a cut is too hard, but in my opinion it would change a lot if a death means more than just moving from the graveyard back to the battlefields. Loosing all items on death would be hard, but this would also encourage people to stay alive. And to get stuff back you have to do a quest, you could also go on with your group, but without your primary equipment.

So far i haven't played this game and may be it's not possible. But thinking of Diablo a serious penalty was frustrating but also letting one play cleverer.

Btw a real hero will never die :P
If you want a "real" penalty that gives you a sense of impending doom and a desire to stay alive, play hardcore.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!

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