It lasts for 10 minutes. If you die so much that you can't survive, you start all over again to regain your power. But it is not a harsh punishment because in a 4 player party it would be a 2.5% power reduction, which is nothing, and will be regained after 10 minutes.
I didn't mean local to the game, I meant local to the dungeon. So you can leave the dungeon and do something else without having the power reduction, but it will return if you go back to the dungeon (within 10 minutes).
Perhaps a option to pay gold for regaining power, useful if you are fighting a boss similar to UD and need all your power.
That is a very interesting Idea.....
Hmmmmm.
To be able to pay the Grim Reaper to come back alive in Full Swing, and Health....
Maybe....
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It's highly unlikely that there will be different kinds of death penalties.
I'm not basic this statement on any facts but, Blizzard hasn't really ever done something like that and I don't expect they will change anytime soon.
Blizzard still remains stubborn on releasing information, so everything is still up in the air.
Most likely there will be one single penalty and when I know what it is, I'll let all of you know.
That is an interesting concept however, having the option to choose how you wish to proceed after death. Keep in mind that this sort of mechanic could/would be taken advantage of somehow. Maybe....
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im just saying this cos i got nothing better, knowing there is no hardcore in d3 =[
I couldn't find a validation for that. Do you have a source? I mean no HC mode would kill this game for me.
There isn't any evidence that there will, or will not be a HC in D3.
I'll look into this...
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Agreed you should lose everything (waypoints, equipment, skills, levels aso.) like a completely new restart BUT there should be some more bonuses things like "ubarhelllvls" (eg. ubartristram) and the chance to make it to lvl 100! Imagine you die 1 Mill. before you hit lvl 100 and have to start again from lvl 1 *lmao* unbelievable experience
That would put me in a whole new dimension of pist off lol!
Interesting concept....
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Personally I think it makes the game carebear and less challenging. WTH is wrong with Blizzard they are shying away from using death mechanics?
Shying away how? It is a death mechanic (Checkpoint System).
You die, and you lose a majority of life when resurrected, thus making you fight for your life once again.
If you die you did something wrong so you should get punished for it! Yes there is the hardcore mode which is great but even at the "normal" mode death should be something people fear and to make it that way there needs to be: xp loss, deleveling, naked corpse runs and lose of money.
I can remember countless times I died when I DIDN'T do something wrong (Lag spike, conection error etc.) Believe me when I say that there WILL be a fear of death whilst in game...Fear of dieing is fear of losing LOOT that you have yet to pick up.
Your simply stating that Diablo3 should have the exact same Death Mechanic as Diablo2? I must disagree with this.
The current "deathsystem" is very forgiving so you didn't get punished for playing poorly which obviously sucks.
Who wants to be constantly punished when getting overwhelmed and killed? That's not a very fun experience, but it happens. So why take away the joy of getting back into the fight in full swing, rather than worrying about loss of XP and money?
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The death mechanic for Blizzard's games has evolved a lot since Diablo I, which didn't have any, like the other games during it's time. When you died, it was game over for you and a menu prompted you to quit or load from your previous save. Save the game a millisecond before you die and you're screwed. The players found this annoying so Blizzard changed the death mechanic to something more lenient, which is, you respawn at the act's town, nude, and then run your way back to your corpse and get your previously equipped items back again.
WoW's death mechanic was pretty similar to this but you spawned as a ghost so you wouldn't get ganked or killed on your way back to your corpse. That doesn't stop you from getting corpse camped by either other players or mobs, however.
Bashiok divulged some information on as to what death mechanic Diablo III is using in the current development build :
Official Blizzard Quote:
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.
How do you feel about the checkpoint system? It does make the gameplay go a lot more smoothly, but does it make the gameplay less challenging?
(After some investigation, it was found that this citation was based on a very old news topic, viewable here, although the base source no longer exists or cannot be found.)
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That is a very interesting Idea.....
Hmmmmm.
To be able to pay the Grim Reaper to come back alive in Full Swing, and Health....
Maybe....
Or else!!! ̿ ̿̿’̿’\̵͇̿̿\з==(•̪●)==ε/̵͇̿̿/’̿’̿ ̿ ̿̿
I'm not basic this statement on any facts but, Blizzard hasn't really ever done something like that and I don't expect they will change anytime soon.
Blizzard still remains stubborn on releasing information, so everything is still up in the air.
Most likely there will be one single penalty and when I know what it is, I'll let all of you know.
That is an interesting concept however, having the option to choose how you wish to proceed after death. Keep in mind that this sort of mechanic could/would be taken advantage of somehow. Maybe....
Or else!!! ̿ ̿̿’̿’\̵͇̿̿\з==(•̪●)==ε/̵͇̿̿/’̿’̿ ̿ ̿̿
There isn't any evidence that there will, or will not be a HC in D3.
I'll look into this...
Or else!!! ̿ ̿̿’̿’\̵͇̿̿\з==(•̪●)==ε/̵͇̿̿/’̿’̿ ̿ ̿̿
That would put me in a whole new dimension of pist off lol!
Interesting concept....
Or else!!! ̿ ̿̿’̿’\̵͇̿̿\з==(•̪●)==ε/̵͇̿̿/’̿’̿ ̿ ̿̿
Shying away how? It is a death mechanic (Checkpoint System).
You die, and you lose a majority of life when resurrected, thus making you fight for your life once again.
I can remember countless times I died when I DIDN'T do something wrong (Lag spike, conection error etc.) Believe me when I say that there WILL be a fear of death whilst in game...Fear of dieing is fear of losing LOOT that you have yet to pick up.
Your simply stating that Diablo3 should have the exact same Death Mechanic as Diablo2? I must disagree with this.
Who wants to be constantly punished when getting overwhelmed and killed? That's not a very fun experience, but it happens. So why take away the joy of getting back into the fight in full swing, rather than worrying about loss of XP and money?
Or else!!! ̿ ̿̿’̿’\̵͇̿̿\з==(•̪●)==ε/̵͇̿̿/’̿’̿ ̿ ̿̿
WoW's death mechanic was pretty similar to this but you spawned as a ghost so you wouldn't get ganked or killed on your way back to your corpse. That doesn't stop you from getting corpse camped by either other players or mobs, however.
Bashiok divulged some information on as to what death mechanic Diablo III is using in the current development build :
Official Blizzard Quote:
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.
How do you feel about the checkpoint system? It does make the gameplay go a lot more smoothly, but does it make the gameplay less challenging?
Or else!!! ̿ ̿̿’̿’\̵͇̿̿\з==(•̪●)==ε/̵͇̿̿/’̿’̿ ̿ ̿̿