I dont know, usually when you get up to an Act boss in Diablo, you dont wanna turn back from that point and kill some more monsters just because he killed you the first time.
Its much more kickass when you strike again and again without looking back, killing him at the end.
But it may be implemented...
I just really like the idea that you go back diminished if you die. Since the boss is diminished as well it keeps the fight interesting. Also there is a cap in GW at a maximum of -60% hp/mana so a cap could be set at any point so your character wouldn't be completely useless.
I agree that you wouldn't want to go back and kill regular mobs if you didn't HAVE to so that would allow you to pay a bunch of gold (goldsink) or accept the challenge of facing the boss again with both of you somewhat diminished from the previous encounter.
That sounds way funner (to me) than just losing some gold and xp. This way adds more strategy, and allows for a goldsink for those who don't have the patience to come back to the boss or the skill to defeat it with a death penalty.
How about for everyone that dies, the boss gains a certain % of health back.
I also like this idea. Anything that makes it so it takes more skill to kill a boss rather than patience ( oh I died, oh well down I go again until eventually I win).
I don't really agree, sure prevent a boss that killed you from being killed by you 2 minutes later, but i don't think making the game harder by taking away your hp to be the answer.
Plus point 1) contradicts not being able to kill a boss by repeating the same thing over again anyways. (you already normally lose gold anyways, how does giving you the choice of paying for doing the same thing over and over again change this?).
Point 2) you kill mobs to score loot, to level, to complete quests, not to "remove" a DP wich limits your strength. Thats like a backwards exersize wich sounds really dull and annoying.
3) Wich solves nothing more then gamers exiting/entering games en mass when playing in a party, wich is again annoying as hell.
4) Isn't that kinda like obvious in any RPGish game? i don't see how this relates to anything.
A DP should be something people care about, people care about raw xp, so make them lose xp so they think twice before making the same mistake again. People care about gold (if gold becomes atleast more important) so make them lose gold, no "yea but you could negate that this way" crap, no tiptopping around the issue, you die, you lose something you care about in said game, permanent. DP shouldn't set back gamers, the goal of the gamùe is to become more powerfull, severely halting that process because you died achieves this without having backdoors or syndromes of repeatings ad nauseum. It shoudn't set the player back with (easy) options to revert this set back again, thats pretty pointless and achieves very little.
Resetting your XP back to a certain point still forces you to go back and regain all the xp you already gained. That's not fun and doesn't add more challenge to boss encounters or the game in general, it just makes you seriously annoyed that you wasted all your time because you died and have to regain all that XP. Besides there's ways around this penalty. Drop all your gold in town and wait til you just hit a level before taking on a big boss. Now you have NO death penalty at all and no reason not to die. You just send yourself or your party wave after wave at the boss until it eventually dies. Congratulations for defeating this difficult encounter with your mad skillz.
Its about risk/profit, if you make it too risky to lose a huge chunk of your xp and gold then you won't simply go back trying to take on whatever killed you again, unless you are confident enough.
I'm not talking pathetic xp gold loss you had in D2, more like half the gold you have and axe a current levels worth of xp.
Maybe use a system that the first time you die in a said game, you don't loose that much, the second time though you loose much more, and so on. Again, risk/profit.
I see where you're coming from but I think that might encourage very cautious gameplay that doesn't suit the diablo always moving forward fast action theme in my opinion.
I'd like to see some kind of death penalty come into place that encourages you to go back and get vengeance on whatever killed you and didn't force you to have to redo things to get back to where you were. That's why I was thinking the death penalty thing where maybe if you die you lose 15% of your total hp and mana and for every creature in the area where you died you have to kill them to get that % back. I'm sure there's a better way to implement it but any kind of system that encourages you to get back in the action fast and have your vengeance on whatever killed you sounds funner than playing it safe so much that you never take chances for fear of a death penalty.
I just thought of a stupid/funny skill. A certain char gets low on health, and once they realize they're screwed worse than a Thai hooker, they use this skill that, upon death, turns your body into a bomb effectively exploding, thus harming all nearby enemies. And at higher levels, it makes a bigger explosion, maybe even a shockwave effect, and gives off toxic fumes and/or flames. Your body parts fly everywhere, but your heart stays where you were when you exploded, so picking it up is what gets your stuff back. And any monsters killed by the explosion or any after effects actually counts to your post death exp.
Just for kicks, you can do suicide bombings, maybe not the best strategy, but funny anyway. Annoying as hell in duels too.
Yea. =\
If no one ressurects you with a scroll of ressurection, then you have to start over with a new game.
Now that would be irritating as hell.
I don't really care about what they're going to do (since I have no intention to die lol). As long as there's no corpse running and that they reward those who almost never die.
Pressing esc and respawning in town works great, please no WoW bullshit
the xp and gold penalty should be changed from d2
all gold in inventory should not drop
howabout you lose 10% of gold in inventory if you have under say, 50,000 gold and if over that you lose 5% and no decuction from stash
Xp should be balanced according to difficulty and level much like d2 but changed in the upper levels so that you dont spend a whole week gaining 999,999,999,999,999,999,999,999,999 xp points and lose 10% of it in one death
I guess what i'm saying is having a good balance so that the player, if he feels skilled and confident, doesn't have to be extremely cautious everywhere he goes, but also not that you die/lol/dothesamethingagain/die/lol/etc,.... ad naseum.
I completely agree that this should be discouraged, there's no skill in just respawning and throwing yourself at a boss until you succeed. I just don't like the idea of xp penalties since it's permanent and you have to work it off which isn't fun. There needs to be a way of making you pay for your mistake of dying by having you need to focus and play diligently to work it off but without losing progress. Certain would be a real pain to have to balance DP's since you certainly won't please everyone.
Why not. Why should bosses be beatable simply by attrition of trying again and again until the boss finally dies despite the fact it killed you fifty times to get there.
It's still a crap idea. Why not just make bosses heal to full when they kill you? Like when no more players are on the screen alive it heals to full.
I'd rather fight the boss at full health 1000 times than have me come back at 10% less hp/mana every time I die.
What happens if say I die 7 times and then just give up and leave the game? Does the debuff follow me for the next game or the next time I log in?
If it does, thats lame. If it doesn't people will just leave and try again most of the time to avoid a huge debuff.
Quote from "Doppelganger" »
I guess what i'm saying is having a good balance so that the player, if he feels skilled and confident, doesn't have to be extremely cautious everywhere he goes, but also not that you die/lol/dothesamethingagain/die/lol/etc,.... ad naseum.
I like that idea and I agree that's the way games should be. Strategy should have some importance.
i dont think that they will use the corpse thing anymore because in the video the boss at the end stomped on someone and then blasted them off the screen.
i dont think that they will use the corpse thing anymore because in the video the boss at the end stomped on someone and then blasted them off the screen.
Dont forget he also ate the barbarians head.
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Before I get in to what we are doing let me go over some things we want to avoid with a death mechanic.
We want to separate being in town and being out on a quest/adventure/dungeon as much as possible. Leaving the safety of a town should not be a decision you take lightly. We don't want to remove the sense of suspense and danger by making town something you're always going back to pretty much whenever you like. The intent is to create a greater separation from being in town, and not, and to make your time away from town a lot more tense.
On that same note we also don't want to remove the player from the action. Throwing them back to town for every death really breaks up the action, and not in a fun, interesting, or necessary way.
So, with these things in mind we've found that a check point system works really well. Throughout your adventures, and generally at the ends of each "floor" of a dungeon your character is saved to a checkpoint. When you die you're dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It's obviously a very forgiving system as it is. It's just too early to put a ton of thought in to what penalties there should be, if any, added on top of it.
Regardless, potential penalties aside, this is the death mechanic we're currently using and it's working really well so far.
I just really like the idea that you go back diminished if you die. Since the boss is diminished as well it keeps the fight interesting. Also there is a cap in GW at a maximum of -60% hp/mana so a cap could be set at any point so your character wouldn't be completely useless.
I agree that you wouldn't want to go back and kill regular mobs if you didn't HAVE to so that would allow you to pay a bunch of gold (goldsink) or accept the challenge of facing the boss again with both of you somewhat diminished from the previous encounter.
That sounds way funner (to me) than just losing some gold and xp. This way adds more strategy, and allows for a goldsink for those who don't have the patience to come back to the boss or the skill to defeat it with a death penalty.
I also like this idea. Anything that makes it so it takes more skill to kill a boss rather than patience ( oh I died, oh well down I go again until eventually I win).
Resetting your XP back to a certain point still forces you to go back and regain all the xp you already gained. That's not fun and doesn't add more challenge to boss encounters or the game in general, it just makes you seriously annoyed that you wasted all your time because you died and have to regain all that XP. Besides there's ways around this penalty. Drop all your gold in town and wait til you just hit a level before taking on a big boss. Now you have NO death penalty at all and no reason not to die. You just send yourself or your party wave after wave at the boss until it eventually dies. Congratulations for defeating this difficult encounter with your mad skillz.
Making Controversial points one post at a time!
I see where you're coming from but I think that might encourage very cautious gameplay that doesn't suit the diablo always moving forward fast action theme in my opinion.
I'd like to see some kind of death penalty come into place that encourages you to go back and get vengeance on whatever killed you and didn't force you to have to redo things to get back to where you were. That's why I was thinking the death penalty thing where maybe if you die you lose 15% of your total hp and mana and for every creature in the area where you died you have to kill them to get that % back. I'm sure there's a better way to implement it but any kind of system that encourages you to get back in the action fast and have your vengeance on whatever killed you sounds funner than playing it safe so much that you never take chances for fear of a death penalty.
Just for kicks, you can do suicide bombings, maybe not the best strategy, but funny anyway. Annoying as hell in duels too.
Yea. =\
Over confidence is the rot.
Bring back D1 system
If no one ressurects you with a scroll of ressurection, then you have to start over with a new game.
Now that would be irritating as hell.
I don't really care about what they're going to do (since I have no intention to die lol). As long as there's no corpse running and that they reward those who almost never die.
the xp and gold penalty should be changed from d2
all gold in inventory should not drop
howabout you lose 10% of gold in inventory if you have under say, 50,000 gold and if over that you lose 5% and no decuction from stash
Xp should be balanced according to difficulty and level much like d2 but changed in the upper levels so that you dont spend a whole week gaining 999,999,999,999,999,999,999,999,999 xp points and lose 10% of it in one death
I completely agree that this should be discouraged, there's no skill in just respawning and throwing yourself at a boss until you succeed. I just don't like the idea of xp penalties since it's permanent and you have to work it off which isn't fun. There needs to be a way of making you pay for your mistake of dying by having you need to focus and play diligently to work it off but without losing progress. Certain would be a real pain to have to balance DP's since you certainly won't please everyone.
It's still a crap idea. Why not just make bosses heal to full when they kill you? Like when no more players are on the screen alive it heals to full.
I'd rather fight the boss at full health 1000 times than have me come back at 10% less hp/mana every time I die.
What happens if say I die 7 times and then just give up and leave the game? Does the debuff follow me for the next game or the next time I log in?
If it does, thats lame. If it doesn't people will just leave and try again most of the time to avoid a huge debuff.
I like that idea and I agree that's the way games should be. Strategy should have some importance.
Play some hardcore - you'll get a very real understanding of what a Death Penalty is
After playing pretty much nothing but for 5 years, I can guarantee you that dying in D2 for me is a very serious issue haha.
Dont forget he also ate the barbarians head.
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask