Survival Bonus?

Personaly i do not like this idea.

The game is designed to be played in a way that u do not die. Even in softcore mode u do not ever want to die if u are doing it right.

So to reward players for this is silly IMO.

People who do not play to live should be punished ( like a ExP penalty in SC mode ) so the game already has a reason to build buuilds that do not die.

In fact it's based around hardcore mode , u are not forced to play this way however that is how the mechancis are built around the concept of not dieing.

Just a sec let me grab a beer...@#*@ Ok how did I die this time

Learn the rules, it's the only way to exploit them.
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SirSid wrote:
Personaly i do not like this idea.

The game is designed to be played in a way that u do not die. Even in softcore mode u do not ever want to die if u are doing it right.

So to reward players for this is silly IMO.

People who do not play to live should be punished ( like a ExP penalty in SC mode ) so the game already has a reason to build buuilds that do not die.

In fact it's based around hardcore mode , u are not forced to play this way however that is how the mechancis are built around the concept of not dieing.




1) I understand, I'm not expecting everyone to like it. Thanks for replying though.

2)I agree, which is why i believe this would work. It gives extra incentive to keep crawling that dungeon that little extra while, and makes it much more difficult to out level monsters.

3)Why not? Rewards keep players coming back. Sure worked on me...

4)Nothing would change in that department. In fact you could have builds that purposefully neglect survival bonus. Almost like a Players 1-8 control of monster difficulty / rewards.

5) I agree but i still think this is what would make it appealing. You would want to not die to keep your survival bonus high.
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SirSid wrote:
Personaly i do not like this idea.

The game is designed to be played in a way that u do not die. Even in softcore mode u do not ever want to die if u are doing it right.

So to reward players for this is silly IMO.

People who do not play to live should be punished ( like a ExP penalty in SC mode ) so the game already has a reason to build buuilds that do not die.

In fact it's based around hardcore mode , u are not forced to play this way however that is how the mechancis are built around the concept of not dieing.



What? The whole point of the survival bonus is not to die. You would be being rewarded for not dying, the longer you stay alive the bigger the accumulated reward. If you die, you lose all accumulated gain towards the survivor mechanic, and it worked in such a way that it could never be maxed.

Generally if would take a few days of playing to get up to 50-60% survival bonus in Sacred 2, but then each additional % would take, days / weeks / months. As it got higher, you got more magic find, increased enemy levels which made the game harder, but also awarded more XP, and other bonuses too that I cant remember. If you got killed, your survivor bonus would reset to 0%. On a character that had never yet died, you could lose months, even years worth of accumulated survival bonus when you die.

Sacred 2 was such a deep and vast ARPG, and in terms of all the mechanics that it contained probably the best that this genre has to offer. Its such a shame that so many people playing PoE had never even tried it, I would imagine that's also why there's so much dislike for stuff like magic find on this forum.

(b) Personal abuse, foul language, inappropriate subject matter, obscene, harassing, threatening, hateful, or discriminatory or defamatory remarks of any nature ... are not permitted.

- PoE TOS.
Last edited by bhavv#7360 on Sep 20, 2013, 1:38:23 AM
play hc, the bonus for staying alive are no XP death penelty and you can feel more elite ;/

no just kidding, there shouldnt be a bonus for surviving, would be the same with mf now a lot of newbies would feel that they have to do a specific build to get "the most [fun/get the bonus]" or what ever. And build diversity would die for FOTM again :)

gg
Last edited by SirBigSmoke#4552 on Sep 20, 2013, 1:36:28 AM
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SirBigSmoke wrote:
play hc, the bonus for staying alive are no XP death penelty and you can feel more elite ;/

no just kidding, there shouldnt be a bonus for surviving, would be the same with mf now a lot of newbies would feel that they have to do a specific build to get "the most [fun/get the bonus]" or what ever. And build diversity would die for FOTM again :)

gg


Isn't that exactly the same with HC, no build diversity, only FOTM builds mainly HP stacking? Survival bonus would add magic find and increased experience gain for players that didn't die.

One way this could be implemented in PoE is for survival bonus to increase the level of the area or map you are playing. Each 10% of survival bonus could maybe add +1 to the area level, or even each 20% if that's too much. But the increase to survival bonus becomes exponential, meaning that once you reached 60%, further gains would take ages to grind.

It could be made so that the only way to reach maximum level was with high survival bonus, if you die then you'ld have to spend ages regrinding the bonus to carry on levelling in the highest levels (like level 85+).
(b) Personal abuse, foul language, inappropriate subject matter, obscene, harassing, threatening, hateful, or discriminatory or defamatory remarks of any nature ... are not permitted.

- PoE TOS.
Heres a link detailing how it worked in Sacred 2, it explains it much better:

http://www.sacredwiki.org/index.php/Sacred_2:Survival_Bonus

(b) Personal abuse, foul language, inappropriate subject matter, obscene, harassing, threatening, hateful, or discriminatory or defamatory remarks of any nature ... are not permitted.

- PoE TOS.
"
Schn1tt3r wrote:
Well the problem is then, we would see even MORE sporkers.


What?... We like to f¤%/ alot hence the rapid reproduction.
"
wicca369 wrote:

:D
It would be really awesome. I'm glad to see someone else here who also liked that game, most of my friends despised it because of its bugs. I looked at it as a chance to work around it, and somehow make a non viable build viable. That's where i had a lot of fun with S2. :)
But you had a lot of fun stacking MF and EXP enhancement. This idea seems to satisfy both our needs quite well. :)


I also loved the game, official and community patches mostly fixed it so it can be played without much hassle now. It was the first to implement some systems copied later by others, stuff like active skill mods. Probably wasn't very popular due to an unusual resource management, instead of fighting with mana you fought with cooldowns. It was pretty counterintuitive as the first thing a novice player will do is read many combat art runes and that's something you just can't do until much, much later so all your builds were kinda of latebloomers. You did get powerful eventually but it took a while.

Survival bonus would be fine in PoE if the beginning stages went up fast enough so a couple of map runs could get you up to 20-30% IIQ and XP bonus, and a ten runs or so could have you back in 50-ish. From there it would get really slow up to 100% so HC character and builds that do not die much wouldn't get that much more gear and XP.

Well, if you die too much you won't be able to progress anyway, so for such builds it's already back to the drawing board. I support this working in HC too as you might as well get some reward for the hassle, some say the thrill is the reward, but playing HC you build in such a way that you do not get many thrills except an occasional scare or two, you know you managed to make a great HC char if your build is boring.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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SirBigSmoke wrote:
play hc, the bonus for staying alive are no XP death penelty and you can feel more elite ;/

no just kidding, there shouldnt be a bonus for surviving, would be the same with mf now a lot of newbies would feel that they have to do a specific build to get "the most [fun/get the bonus]" or what ever. And build diversity would die for FOTM again :)

gg



The newbies feeling like they have to make a build that survives is a bad thing?
Isnt that the goal? Wouldnt this make it more exciting? Wouldnt build choices become less about stacking Mf modifiers and more about creating a character that's unique and fun to play for you? Instead of having to find somebody elses build.

Right now, theres a strange reward system set up to where players who can barely make it without being ROFL-STOMPED are being rewarded, while die hard build crafters are not getting any dues at all. Players will always min max magic find, some people enjoy that. I say go ahead, thats awesome. Me personally, i enjoy getting just enough magic find to be able to create builds efficiently. I think a system "like" this would help and straight up be a lot of fun to play.
Bumping it up.

The more i think about it, the more i realize this should probably be in the suggestion forum.
Feel free to move if you feel necessary.

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