death penalty too great

I have a similar frustration - but with myself! Yes, sometimes my deaths are helped along by desync. However mostly I'm realistic enough to realise my play style is more at fault.

Unfortunately this is a grinder of a game. Although at least the death penalty is better than one of the games I played last year: At least this one only eats your current level's XP and doesn't let you lose more than that! In the final boss battle of that game I died so many times I lost about 20 levels worth of XP and would have had to farm for for ages to get to the next level!
"
Vooodu wrote:
"
Bizzqc wrote:
I dont want to grind!

I hate grinding I dont have the time for this I just want to progress.



Sorry.. But you won't progress far with that attitude.


I agree that dying to lag/dyesnc is a pain in the ass.


But trying ot force your way through content that out levels your curret character is just doing things the hardway.


basicly this is the definition of todays NOOB

:F
IGN: CyganuHipsterDischarge
itt: cancer
The discussion became slight diverted in recent posts but..
I too find the current Death penalty to be excessive. I have carefully read all the posts on these 18 pages.
There were some thoughtful posts on both sides.

I would lend my voice in support of an alternative to the current Death Tax as it is structured.

I am sympathetic to the thoughtful individual who feels such draconian punishment is disrespectful to the player - maybe for slightly different reasons and I might word it a bit differently but...

Part of the enjoyment to be had here is the promise of leveling and the attendant future rewards. Those rewards include exploring higher level dungeons with higher level characters - impossible without aforementioned leveling.

While gaining levels traditionally becomes harder in RPG's (accepted), at the point that leveling becomes functionally impossible, the game begins to stagnate due to its own construction - namely leveling is a fundamental part of the game and once that ceases to exist there is a substantial diminution of the game value.
It is no different than the change in gaming value when hitting the level cap (no matter what that cap is - and people whine about level caps all the time - it is in virtually every rpg FAQ - "what is the level cap?").
At that point of departure (hit level cap) the game is psychologically over in at least one perspective. At that departure point some gamers will move on, some will make new characters to replay, some will stay for a bit.
As it stands the current game structure and death tax only hastens reaching this point of departure from the game - and I suggest it hastens it needlessly.

For the purpose of creating longevity in terms of contact with appreciative players, I do believe that there could be some improvements.

There were many excellent suggestions made to mitigate this problem and improve the longevity of the game. I will not bother to repeat them but there was one obvious idea that seemed to be overlooked so I just want to add it.

A penalty based on current banked exp rather than on total level exp.
Specifically: The current penalty is 15% of the total exp required to move to next level. Which means if you die at 14% exp gained to next level you are moved back to zero exp. And it also means that if you encounter a random weird array of monsters (which truly happens) where it is really not reasonable to expect to survive (mentioned in earlier posts by others) then even with 50% progress, you will be dropped to zero in a few deaths.
That is not an appropriate tax in my opinion for rolling a difficult random monster construct.
So I suggest, for those who insist on beating the child in order to instruct the child, that the penalty be limited to a portion of the exp held at the time of death. Therefore no death will ever take you completely back to zero.
A death at a lower level in your exp progress will have less impact than a death gained further.
But that will be consistent with the idea that at a lower level in that sector you are less familiar with terrain and monsters and so should not be beaten to death whereas at higher levels you should have more facility with the current situation and might arguably incur a higher penalty.

This is a good discussion topic. And while all threads have trolls - this one being no exception -
I do hope to see more thoughtful posts because I sincerely believe that the constructive ideas for change presented in this discussion can improve this game for everyone without detracting or diminishing it for others.
Thanks to GGG for wonderful effort, good game, and bold implementation.
My support.


There needs to be one of two different fixes for this :

Keep the Death Penalty - remove the diminished returns on XP gain (the % reduction, keeping the flat amount the same)

Or Lower the death penalty to compensate for the reduction + mass desychs. I get shot by invisible projectiles all day, I get bombed through walls by alchemists, I get teleported to and one shot (minion/auramancer using low life stuff).

My playstyle centers on mobility and awareness... of which I cannot do either because you cannot avoid that which you cannot see, or in terms of desych this is pretty much what happens :


Client : I moved over here to avoid it
Server : Nah, bro, you got hit in the face by those arrows
Client : But there were minions in front of me
Server : Nah, bro, they all just kinda wandered out of the way, you died, again
Client : Well okay if you say so

Client : I summon skeles to block their way
Server : Nah, bro, that dude was in front of you the whole time
Client : OH SHIT, REALLY?
Server : Yea, bro, you died

Client : Okay I am casting skeletons through the doorway and around a corner
Server : what about the 3 Shocked Miscreations that teleported onto top of you
Client : I didn't see the lightning warp animation..
Server : Oh, well, uh... they totally did brah.... and you died
Client : ... Okay!

Client : Hellz yeah, lets kill some monkeys! Go my minions!
Server : Brah, I'm not ready yet!
Client : Wtf?
Server : Brah, you died again
Client : Where were my minions??!?!!?
Server : Uh.... they were there
Client : But....
Server : Brah don't worry, you just died, um.. there... see!
Client : Oh okay...

Client : Hah, I just ducked around a corner so escape his chain, now I shall..
Server : Brah, you died again
Client : But.. I was around the corner
Server : .... N... No you weren't... You uh... he got your leg
Client : He was on the otherside of a wall
Server : Bro trust me, he got you
Client : Okay...

^Scumbag Servers.
"
v81633331 wrote:
There needs to be one of two different fixes for this :

Keep the Death Penalty - remove the diminished returns on XP gain (the % reduction, keeping the flat amount the same)

Or Lower the death penalty to compensate for the reduction + mass desychs. I get shot by invisible projectiles all day, I get bombed through walls by alchemists, I get teleported to and one shot (minion/auramancer using low life stuff).

My playstyle centers on mobility and awareness... of which I cannot do either because you cannot avoid that which you cannot see, or in terms of desych this is pretty much what happens :


Client : I moved over here to avoid it
Server : Nah, bro, you got hit in the face by those arrows
Client : But there were minions in front of me
Server : Nah, bro, they all just kinda wandered out of the way, you died, again
Client : Well okay if you say so

Client : I summon skeles to block their way
Server : Nah, bro, that dude was in front of you the whole time
Client : OH SHIT, REALLY?
Server : Yea, bro, you died

Client : Okay I am casting skeletons through the doorway and around a corner
Server : what about the 3 Shocked Miscreations that teleported onto top of you
Client : I didn't see the lightning warp animation..
Server : Oh, well, uh... they totally did brah.... and you died
Client : ... Okay!

Client : Hellz yeah, lets kill some monkeys! Go my minions!
Server : Brah, I'm not ready yet!
Client : Wtf?
Server : Brah, you died again
Client : Where were my minions??!?!!?
Server : Uh.... they were there
Client : But....
Server : Brah don't worry, you just died, um.. there... see!
Client : Oh okay...

Client : Hah, I just ducked around a corner so escape his chain, now I shall..
Server : Brah, you died again
Client : But.. I was around the corner
Server : .... N... No you weren't... You uh... he got your leg
Client : He was on the otherside of a wall
Server : Bro trust me, he got you
Client : Okay...

^Scumbag Servers.


wow! that's a really cool story you got there brah!
Lol op go play wow or d3 this thread is so noob
The exp loss is fine u nearly have to play perfectly to lvl if u can't do this and respect that this game is made to be hard dont play I only die if I being stupid or greedy sometimes a video game is to hard maybe play a different game don't screw it up for the ppl who have zero issues lvling it's. troll statement but l2p and get better embrace the death penalty or leave
Lvl 82,two deaths today....
One by bunch of rhoas charging from the dark.
Second from disconnect...
I spent 5 chaos to buy maps,because i was 20% away from lvl up,now i am 25% away :(
"
Bizzqc wrote:
as ranger fast Domage dealer Build

Death penalty are just rondonculus!

Exemple
Creatures teleport to your location and start gnawing at your nuts..they don't exist in the space between over there, and right here, they just appear right under your nose.
-15%

is annoying to make me stop playing and make a thread on the forum.

I play since to close beta.

just now I have less time to play and when I have it
I die 2 time and all my progress is lost.


the Death penalty should be fix.

thx


Its the games way of explaining to you that your build is insufficient. Fix it.
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