Death Penalty Adjustment Discussion
How can you have a decent discussion when the other party isn't willing to acknowledge any of your arguments?
It's not even like we're dead set on removing the penalty. We just want not to feel the game took a poop on our time whenever our character dies. Some very interesting suggestions have been put out for alternative penalties, like gem de-levelling. |
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the only death penalty I ever like was back in everquest for the ps2. Every time you die, you have to pay off an "exp debt". There is a slider that you can adjust how much of the exp is being paid and earn towards level.
This way there was never of a feeling of going backwards. You will always be working towards the next level, it will just be a lot slower if you die a lot. Its really shitty to lose an hour of work due to some insane one shot wonders that the game is so fond of...... |
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" Gem deleveling might be worse though, especially with level 20 gems. Going from 19-20 takes quite a long time to get since GGG redid the curve, and in that time the XP loss from death would be gained back. Hm, I'm wondering if it could be handled a bit like Anarchy Online's death system. Basically the character does lose XP upon death, but that lost XP is put into a pool they can get back if they stay alive and gain more XP. So if someone died and lost 10%, they'd have to earn something like 20% (or whatever number would work best) of the way to the next level to get that death XP back. Die a bunch of times in quick succession? The XP keeps adding up until you're back at that level's 0, but if somehow you get the ability to stay alive long enough to earn back whatever XP then they're good. This way the person would still have a wakeup call about dying, but it wouldn't be a huge punishment for those who die to desync or other things that they can't compensate for. IT's not a permanent loss. |
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Even if the game is unbalanced atm and sometimes really frustrating 'cause of one-shot mecanism, I'll imediately quit POE if the 10% penalty is removed.
Why ? I used to play HC but I haven't the time to play in such way by these day, so i stick to "SC". Think to the ultimately and retarded "gold" penalty from SC DIII, with absolutely no consequence for dying 200 times in a row. No penalty lead to the most boring experience possible. And it's a (A)RPG death had to be meaningfull ... nothing
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"You do know the penalty becomes meaningless as soon as you stop attempting to level up, right? I'd even wager a 2-man cell could take turns levelling/staying extra safe. The current penalty is very flawed. |
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Death penalty adjustment? Here is what I would do...
Three permanent leagues: 1. Entropy league. Death has no XP penalty. However, all gear has durability which is reduced if worn on death. Gear is permanently rendered unusable if its durability reaches zero (it still holds gems, so you don't lose them), and there is no way to repair, you can only replace. Durability values would need to be carefully balanced to ensure death penalty is threatening yet not overly punitive; "% increased Durability" would be a league-specific rare affix, and many uniques would have it too. Items merely carried in inventory, not worn, do not lose durability on death. Replaces Standard. 2. Legacy league. Named after Rogue Legacy, the death penalty here is that you go back to level 1, passives reset, need to do all quests again. However, you never lose items - in fact, you'll be wearing your predeath gear as you spawn on Twilight Strand, just very unlikely you'll meet the level requirements. Full inventory survives death as well. No more dumping items into "Standard." Replaces Hardcore league. 3. Endless Ledge. Yep, as a permanent league, with no towns, so no stash, no trading... and increased drop rates for those SFL types. The death penalty here wouldn't touch your XP or your gear, but you would lose your inventory (non-worn items carried), which matters more in a no-stash league (use it or lose it currency). Feeding into these, three temporary leagues: 1. Temporary Entropy with challenge mod. 2. Temporary Legacy with challenge mod. 3. Temporary Cutthroat league. This would have Endless Ledge as its parent and follow the same core structure. The main difference, other than open-world PvP, would be that death would make your inventory drop on the ground instead of disappearing (you would keep all XP and worn gear on death). Also, endless ledge has no instance management, so that type of cheese is impossible. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Aug 18, 2015, 5:25:54 AM
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I'd say keep the same penalty but leave a lootable corpse you can return to.
Gain back 7-8% on clicking it. This way you still lose something but gain something back if you're ready to venture back into what killed you. |
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The only thing i dislike about the death penatly now is that it simply doesn't punish you half the time.
-Normal -> no punishment. -Cruel -> punishment does not outweigh the increase in progression you get by doing dangerous shit. -Merciless -> same as cruel until you hit a high level and even then if you die after leveling there's still no punishment. the fact that people skipping content by corpse running instead of learning how to play i find a sad state of affairs. as to how you can solve this, i have no idea. |
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" You inversly scale the death penalty percent with the char level. Something like 100% of XP lost at lvl 1 to current 10% XP loss at level 99. With the current flat % sytem, dying at <=80 is irrelevant and only becomes really punishing at >=90. When night falls
She cloaks the world In impenetrable darkness |
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" This seems to be logical, isn't it ? The more you progress into the game, the more "serious" are things, and the idea is that you should have learned by lvl 80 that dying is bad and how to avoid it. |
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