I still think that a health penalty for one of the players or both of them is the best and most logical way to go. As i said before, losing health in D3 only makes you want to kill more monsters so you can get health globes. So its kinda making the game faster. And yes, you lose hp when you res someone, but that it because if you dont res him you will get pwned alone in a 2 players game (or more).
Yeah I think it's will be a health penalty (no time and not a permanent penalty). Encourage players to kill and find health orb.
I think someone said something like 50% less life for the one you res. and the one who revive get 50% of life.
I think the only negative thing to come from ressing is the ressing itself. Anything to make some1 not want to res some1, even if they would be better off, isn't necessary. I think that it should be sort of like borderlands, where you're downed, but can still fight. That way the res feature will still be apparent in single player. As for multiplayer i think other people should be able to carry you until u recuperate. It would seem to be a lot of fun to run in the crowd of monsters to carry your friend out while the rest of ur party has your back. If it's just 2 players it'll still be helpful, pulling u away from monsters so u don't die. Also you should be able to attack, although with a penalty, maybe not being able to use skills or just slowed in everything. For the healing part, i think u should have to not get hit for 5 seconds and then be revived at partial health after another 5. That way u can incorporate tactics into ressing.
It just would be so awesome to be able to save your downed teammate in the middle of combat and still have him help u in the middle of the fight, not to mention it'll help keep it fast paced.
The penalty should be for the person who died, not the person who gets resurrected. Resurrecting should benefit the party, you don't have to wait for them to catch up and you're not impaired for the next fight.
Maybe the person can't gain exp for 1 minute or so. They can still fight, and contribute but they don't gain exp while everyone else does. The downside is they might just stay behind and not contribute to avoid getting killed again but that would piss the whole party off, and besides its only a minute, not eternity.
He clearly got confused. The person who gets resurrected is the one who died. The person who resurrects is the friend that helps.
And i like all the new ideas in this thread keep it goin guys! I bet we will see an official in game system similar to the ideas we have posted this far.
What about the idea that the person who died can pop out and go to last checkpoint, however, if his friends can res his body (by whatever means) then instead of having to run back he gets popped back into action. If his friends don't then he didn't waste anytime waiting to see if they can.
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Imo ressurects in the middle of a fight is not good. In Diablo most of the limitations (like cooldowns) don't fit the gameplay very well and unlimited ressurection during combat looks like the party is immortal (the demons would just think "WTF this people never die mother fuckers!").
...
If you die in the middle of a fight you just can't come back until your party deal with the other foes. If they all die you all go back to the check point, the dungeon are re-ramdomised and you have to beat it again. If your friends manage to win, you are automatically ressurected.
No mather if you just get back after your friends revenge you or your party wipes, people who die get a debuff to all sub stats (HP, MP, Def, Res, AR, Dmg, everything). Depending on the difficulty level this debuff will be stronger. This debuff will last until you open a new checkpoint in that dungeon or your party give up and return to town (then the dungeon are entirely re-ramdomised and you gotta start it from the begnning).
It's not me who thought in this system, it's just a mix of the ideas posted here that i liked. I think a system like this have really good advantages like:
-Does not have backtrack (wich is really boring in a diablo-like game since the enviorment itself does not challenges you, so backtrack is just a empty time loss).
-Contributes to the "survivor" part of the game (you party must try to avoid death at all costs at the same time it must keep going on).
Imo ressurects in the middle of a fight is not good. In Diablo most of the limitations (like cooldowns) don't fit the gameplay very well and unlimited ressurection during combat looks like the party is immortal (the demons would just think "WTF this people never die mother fuckers!").
...
If you die in the middle of a fight you just can't come back until your party deal with the other foes. If they all die you all go back to the check point, the dungeon are re-ramdomised and you have to beat it again. If your friends manage to win, you are automatically ressurected.
No mather if you just get back after your friends revenge you or your party wipes, people who die get a debuff to all sub stats (HP, MP, Def, Res, AR, Dmg, everything). Depending on the difficulty level this debuff will be stronger. This debuff will last until you open a new checkpoint in that dungeon or your party give up and return to town (then the dungeon are entirely re-ramdomised and you gotta start it from the begnning).
It's not me who thought in this system, it's just a mix of the ideas posted here that i liked. I think a system like this have really good advantages like:
-Does not have backtrack (wich is really boring in a diablo-like game since the enviorment itself does not challenges you, so backtrack is just a empty time loss).
-Contributes to the "survivor" part of the game (you party must try to avoid death at all costs at the same time it must keep going on).
I like the idea !! except :
debuff to all sub stats (HP, MP, Def, Res, AR, Dmg, everything). Depending on the difficulty level this debuff will be stronger.
I find this penalty too hard, you just come from dying, if you already having difficulty, I don't imagine with a meaningful debuff like that.
I find this penalty too hard, you just come from dying, if you already having difficulty, I don't imagine with a meaningful debuff like that.
Really?
When I first though in this idea, instead of a debuff, the character would have "lifes" like old school arcades. When you die a certain number of times (like three), you simply go back to the check point and the dungeon re-ramdomize itself. But i though it was too artificial, then i though in those debuffs, that if you keep dying to much you better just start from the begnning.
Imo, there should be a limit to the players stubborness. A game with no "game over" isn't a game.
Actually i'm a arcade game fun and i allways thought the idea of playing with unlimited coins (continues) was unbearable. But I respect people that dislikes the "retry" model. It's all a mather of opnion and taste :-)
When you die a certain number of times (like three), you simply go back to the check point and the dungeon re-ramdomize itself. But i though it was too artificial, then i though in those debuffs, that if you keep dying to much you better just start from the begnning.
Imo, there should be a limit to the players stubborness. A game with no "game over" isn't a game.
.... and your team (if they can continue the fight without problem and without debuffs !!!!!!) I return to the check point (dungeon re-randomize) What happen to my team ? the dungeon re-randomized under them feet ? or I'll not be able to rejoin my team ? both are bad....
Some kind of power debuff is probably a good idea for almost any resurrection system. There should be some point when continous resurrecting just isn't worth it. Why would you even have checkpoints if no one will use them?
I agree but you need to be able to rejoin your team.
Maybe no debuff : I explain, if each char having the possibility to resurect and the spell having a BIG cool down. Everybody will wanted keep the resurrection for the boss. So everybody will conserve the skill for the harder time, and just always return to checkpoint.
.... and your team (if they can continue the fight without problem and without debuffs !!!!!!) I return to the check point (dungeon re-randomize) What happen to my team ? the dungeon re-randomized under them feet ? or I'll not be able to rejoin my team ? both are bad....
Just doesn't work...
I see that this system have some issues.
First, if you die in a party you can't simple choose to go back to a checkpoint. You have to wait or your party to kill everyone or wipe.
Second is that this would never work if the game allows people playing together but in different parties. So the game would have to automatically put everyone in the same party.
I don't know how people would deal with those issues, specially the second one. Personally, i see no reason for multiple players in the same game in different party, but people are really sensitive from lack of freedom nowdays.
why don't they make it where checkpoints will work for groups to so like if someone dies while a party is fighting a boss they just rez after 10 secs at the last checkpoint and run up and help finish the boss or you know just have the checkpoints if they make some stupid crap like have to be out of combat then its to much like WoW so please not that just do the checkpoints Please!
I don't think so... won't happen...
you have a big imagination lol. Too much, keep it simple... (I don't said that your idea cannot be "cool", I said it was too much complicate for nothing)
for some reason you remind me of snotspill from diablo 1 xD
id like a simple timer of like 15 seconds but if your whole party dies then you gotta respawn at the nearest waypoint and run bitch run! xD
Yeah it's always been instant, the reagent was removed for other... requirements. Which may change, so we're going to keep that a secret for now.
so, according to Bashiok's quote, the co-op system has been and remains to be instant, contrary to what a lot of us thought of a channeling spell or a spell with a long cast time.
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.. this really makes most the ideas here poof.. ive been thinking about it and i really cant think of anything tangent that would make good game play..
Idk maybe you have to give a % of your heath to revive your teammate, and he can only revive with that much heath. This way.. you couldn't just keep rezing someone over and over. It wouldn't use an item, just the cost of some health. Idk. I would say it could be a % of your total health not your current health. That way you couldn't just rez each other back and forth slowly losing less and less life. Although, this seems it would make the Barbarian the strongest rezer... seeing as i believe he should have the most health. Maybe they wont like this and make the mechanics work like Rezer loses x% of his own health but the fallen player will only be rezed with x% of his own heath. Then i thot about it.. and that would make a lvl 1 be able to rez a lvl 99 with no problems.. so maybe it could work it cost the rezer x% of the fallen allies' health. This would make it were you would have to be in some kind of range of there lvl/health to help them, but then barbs would still be able to rez sooner then other classes with there higher health if they didn't just put a simple lvl requirement somewhere. But, maybe the Monk will have some kind of ability to heal him self when there is a lack of pots or Health Orbs. This could make the Monk the best* rezer because he could rez more often than others. Idk im out of ideas.
IMO the resurrection should have no timer and be based around either an X amount of group damage done / and or monsters killed to represent pushing back the powers of hell so that the heavens have an opportunity to resurrect their fallen heroes. That way corpse runs are taken away entirely and you never need to leave the action for a second.
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Yeah I think it's will be a health penalty (no time and not a permanent penalty). Encourage players to kill and find health orb.
I think someone said something like 50% less life for the one you res. and the one who revive get 50% of life.
It just would be so awesome to be able to save your downed teammate in the middle of combat and still have him help u in the middle of the fight, not to mention it'll help keep it fast paced.
Maybe the person can't gain exp for 1 minute or so. They can still fight, and contribute but they don't gain exp while everyone else does. The downside is they might just stay behind and not contribute to avoid getting killed again but that would piss the whole party off, and besides its only a minute, not eternity.
And i like all the new ideas in this thread keep it goin guys! I bet we will see an official in game system similar to the ideas we have posted this far.
Find any Diablo news? Contact me or anyone else on the News team
...
If you die in the middle of a fight you just can't come back until your party deal with the other foes. If they all die you all go back to the check point, the dungeon are re-ramdomised and you have to beat it again. If your friends manage to win, you are automatically ressurected.
No mather if you just get back after your friends revenge you or your party wipes, people who die get a debuff to all sub stats (HP, MP, Def, Res, AR, Dmg, everything). Depending on the difficulty level this debuff will be stronger. This debuff will last until you open a new checkpoint in that dungeon or your party give up and return to town (then the dungeon are entirely re-ramdomised and you gotta start it from the begnning).
It's not me who thought in this system, it's just a mix of the ideas posted here that i liked. I think a system like this have really good advantages like:
-Does not have backtrack (wich is really boring in a diablo-like game since the enviorment itself does not challenges you, so backtrack is just a empty time loss).
-Contributes to the "survivor" part of the game (you party must try to avoid death at all costs at the same time it must keep going on).
Find any Diablo news? Contact me or anyone else on the News team
Ha Ha. I am dumb. What I meant was the person who died, not the person who resurrects them.
I like the idea !! except :
I find this penalty too hard, you just come from dying, if you already having difficulty, I don't imagine with a meaningful debuff like that.
Really?
When I first though in this idea, instead of a debuff, the character would have "lifes" like old school arcades. When you die a certain number of times (like three), you simply go back to the check point and the dungeon re-ramdomize itself. But i though it was too artificial, then i though in those debuffs, that if you keep dying to much you better just start from the begnning.
Imo, there should be a limit to the players stubborness. A game with no "game over" isn't a game.
Actually i'm a arcade game fun and i allways thought the idea of playing with unlimited coins (continues) was unbearable. But I respect people that dislikes the "retry" model. It's all a mather of opnion and taste :-)
.... and your team (if they can continue the fight without problem and without debuffs !!!!!!) I return to the check point (dungeon re-randomize) What happen to my team ? the dungeon re-randomized under them feet ? or I'll not be able to rejoin my team ? both are bad....
Just doesn't work...
I agree but you need to be able to rejoin your team.
Maybe no debuff : I explain, if each char having the possibility to resurect and the spell having a BIG cool down. Everybody will wanted keep the resurrection for the boss. So everybody will conserve the skill for the harder time, and just always return to checkpoint.
I see that this system have some issues.
First, if you die in a party you can't simple choose to go back to a checkpoint. You have to wait or your party to kill everyone or wipe.
Second is that this would never work if the game allows people playing together but in different parties. So the game would have to automatically put everyone in the same party.
I don't know how people would deal with those issues, specially the second one. Personally, i see no reason for multiple players in the same game in different party, but people are really sensitive from lack of freedom nowdays.
for some reason you remind me of snotspill from diablo 1 xD
id like a simple timer of like 15 seconds but if your whole party dies then you gotta respawn at the nearest waypoint and run bitch run! xD
Be my Buddy =^.^=
Official Blizzard Quote:
Yeah it's always been instant, the reagent was removed for other... requirements. Which may change, so we're going to keep that a secret for now.
so, according to Bashiok's quote, the co-op system has been and remains to be instant, contrary to what a lot of us thought of a channeling spell or a spell with a long cast time.
Find any Diablo news? Contact me or anyone else on the News team
lol
Idk maybe you have to give a % of your heath to revive your teammate, and he can only revive with that much heath. This way.. you couldn't just keep rezing someone over and over. It wouldn't use an item, just the cost of some health. Idk. I would say it could be a % of your total health not your current health. That way you couldn't just rez each other back and forth slowly losing less and less life. Although, this seems it would make the Barbarian the strongest rezer... seeing as i believe he should have the most health. Maybe they wont like this and make the mechanics work like Rezer loses x% of his own health but the fallen player will only be rezed with x% of his own heath. Then i thot about it.. and that would make a lvl 1 be able to rez a lvl 99 with no problems.. so maybe it could work it cost the rezer x% of the fallen allies' health. This would make it were you would have to be in some kind of range of there lvl/health to help them, but then barbs would still be able to rez sooner then other classes with there higher health if they didn't just put a simple lvl requirement somewhere. But, maybe the Monk will have some kind of ability to heal him self when there is a lack of pots or Health Orbs. This could make the Monk the best* rezer because he could rez more often than others. Idk im out of ideas.