Death Penalties

Personally I find it a bit tedious to have the WoW system where you are a phantom/ghost and you have to run back to a respawn point. If this is implanted, an option to be teleported to the nearest respawn point with a XP loss would be ideal. I really don't like this system though, I'd prefer to see something new and unique to the game.
I never understood that system, everybody is always going on about how spawn camping is a huge issue and everybody needs to think up a system to avoid it. Guess what... it was thought up years ago by neocron, you DON'T need to run back to your body you respawn where you choose (often a safe place) and have all your stuff...

Wow!!! that was so hard to work out...
I like the Demons/Dark Souls approach, where it forces you to play intelligently. Unfortunately, I know a lot of people don't like this concept.

In a game that I liked for the gameboy advance called Shining Soul 2, you would drop an equipped item and money upon death. You could have a body drop which holds this item (doesn't need to be an equipped one) that you need to run and pick up. (Same Diablo 2 concept now that I'm thinking about it)

I would be interested to see a class specific pro/con for dying/not dying. I'm not sure how this would play out exactly yet, but I like the idea of different classes reacting to defeat differently.
i.e. a class obtaining an attack damage buff, but defense debuff when respawning.

Or even a spin off of that, a debuff for getting killed by a type/grouping of monsters and potentially a buff for kill the same type as a form of moral boost and revenge.
Get chance and luck!
The time of harsh death penalty is over...
if we want death penalties we had just to play hardcore btw.

but may be a death counter visible on character stats might be dissuasive for dying to often?

or a visual effect like character become slightly transparent like a ghost until he had killed a certain numbers of monsters and thus regain is consistency.

something like that without being detrimental in term of gameplay add a psychological and moral effect.
you were dead... that must be showed in a way or another...
... nothing
Its easy loss of 5% exp and debuff (-20% damage and +10% taken damage) untill farm that 5% amount
I'm a fan of the above, a minor penalty that goes away until you gain experience. Maybe have it also slowly tick away to avoid the case where somebody gets stuck because now they can't really gain experience to get out of it without dying.
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Dest3 wrote:
Its easy loss of 5% exp and debuff (-20% damage and +10% taken damage) untill farm that 5% amount


Interesting idea, it just depends how long it actually takes to get that 5% back. If 5% at higher levels takes 1 hour or longer (as in many different mmos) it could be too much of a deterrent to bother playing after that death. Die a few unlucky times most likely due to that debuff, and many players would just shrug and go play another game rather then spend hours reclaiming lost exp.
I really really hated the fact that when you die in diablo 2 you drop your gear. I dont mind the running back or the gold loss, but having to navigate through the mob that killed me in a weakened armorless state really sucked.

Not really sure how i feel about most of these suggestions. I would think something simple like a xp/gold loss and returned to town or waypoint would be best. Xp loss makes death seem a lot worse than some sort of currency loss as currency is usually easy to come by.
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pmundhenk wrote:
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Dest3 wrote:
Its easy loss of 5% exp and debuff (-20% damage and +10% taken damage) untill farm that 5% amount


Interesting idea, it just depends how long it actually takes to get that 5% back. If 5% at higher levels takes 1 hour or longer (as in many different mmos) it could be too much of a deterrent to bother playing after that death. Die a few unlucky times most likely due to that debuff, and many players would just shrug and go play another game rather then spend hours reclaiming lost exp.


Sure, i understand it so maybe like 5% loss and penalty in first 3 difficultys, and static 5 min penalty with 1 random item dropped from ur inventory (equipped item) at the last difficulty.
Lol i don't even have a clue if there's a penalty on default atm. I didn't die so far.

I do know i always HATED losing my gear on other games when i died. It's also horrible for people who lose connection. (Possibly died because of that) I don't see the use of walking back to your corpse, nakid, which is surrounded by mobs.

My vote is for death penalty(= f.e 10% less damage and 10% less armor..summit like that) and loss of experience.

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