So there will essentially be no penalty? You are just putting some lost experience in a pool that you will get back later.
Well for one it prevents you from heading straight back to the other party members (Losing time). Secondly it prevents using the current system as a teleportation device/mechanism and lastly it creates incentive to stay in the game after death or when things become difficult, while if a player cannot retrieve his/her exp/gold they do permanently lose what ever was left in game. Again this is comparing itself to the current system obviously not one much more punishing, just a variation of.
I think a penalty of gold and experience is enough. If you ramp up the experience penalty that alone would make people take death seriously (lose a character level and any skill/attributes given to that level).
I like the idea of damaged items as well. Items in diablo have never been painful to repair. If they are severely damaged when you die and you make repairing items really expensive it will make people think twice about dying.
I also don't understand how picking up loot is going to work if you can't take it back to town to sell it. I tend to fill up my inventory space with charms. If I couldn't take it back to town it would seriously change the way I organize my player. I'd leave a lot of space and actually carry an identify tome.
Personally I see permanently losing experience and gold is a bad design. I'm ok with the idea of having some experience and gold being temporarily left at the place of death to be re-obtained in whole. But not having the ability to re-obtain 100% of what is lost will cause extreme aggravation and won't do the game any good.
What consequences? Oh yea low health watch your team members kill while you sit and regenerate.
Not meant to sound mean like it does. lol
? I have not heard mention of a buff which would make these statements valid. It seems like you could use a pot straight after resurrection and or a health globe. Why would you be forced to wait without a debuff of some kind?
I would like if possible to have some transition point between the death animation to seeing the character alive again. Being recreated fully clothed with no evidence of actual death is not fluid within the idea of "dying". Seems like a teleportation system to me.
I for one would like to stand up as a ghost from the corpse and have to run back to where the 'Resurrection Angel' (Or Glyth, but the angel makes more sense) which would be at the check point locations proposed (With 10% hp). There are advantages to this system over the current aswell you can't be swamped by mobs at the check point with low hp (Because you can see the check point). You feel like you have taken some punishment aswell as finding no value in the death location transition.
In summery the idea of death within the players mind must be synonymous with ghosts or in some kind of graphical context. It will seem less immerse I think without graphical context deviating life from death.
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Well for one it prevents you from heading straight back to the other party members (Losing time). Secondly it prevents using the current system as a teleportation device/mechanism and lastly it creates incentive to stay in the game after death or when things become difficult, while if a player cannot retrieve his/her exp/gold they do permanently lose what ever was left in game. Again this is comparing itself to the current system obviously not one much more punishing, just a variation of.
Personally I see permanently losing experience and gold is a bad design. I'm ok with the idea of having some experience and gold being temporarily left at the place of death to be re-obtained in whole. But not having the ability to re-obtain 100% of what is lost will cause extreme aggravation and won't do the game any good.
? I have not heard mention of a buff which would make these statements valid. It seems like you could use a pot straight after resurrection and or a health globe. Why would you be forced to wait without a debuff of some kind?
I for one would like to stand up as a ghost from the corpse and have to run back to where the 'Resurrection Angel' (Or Glyth, but the angel makes more sense) which would be at the check point locations proposed (With 10% hp). There are advantages to this system over the current aswell you can't be swamped by mobs at the check point with low hp (Because you can see the check point). You feel like you have taken some punishment aswell as finding no value in the death location transition.
In summery the idea of death within the players mind must be synonymous with ghosts or in some kind of graphical context. It will seem less immerse I think without graphical context deviating life from death.