Beyond going to town, there is also the situation of dying removing you from action. Blizzard has attempted to handle this situation by allowing the player to get right back into the thick of battle. The first way to accomplish this was the controversial check point system.
Official Blizzard Quote:
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.
Yesterday on both Twitter and Facebook there was an announcement of the return of yet one more way to keep players in the action;
Official Blizzard Quote:
Updated waypoint design and UI implemented. Waypoints will function similar to Diablo II.
So, with five different systems in Diablo III, it is safe to say that Blizzard is trying to keep the action in the Action-RPG. Are you excited for all of these new systems or do you think Blizzard is making the game too easy?
Special thanks to Chemedeiros for alerting us of the news and Kikhu for starting a thread on the return of the waypoint system. Heave them some rep for their hard work.
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Do you resurrect with all your equipment?
Because in D2 you were sent back to town and you got some potions or maybe accessed some backup gear you left in your stash.
This sort of helped you get back in action quickly and most importantly more efficiently.
It seems like you should at least keep some of your equipment on you or the system will be pointless. If the monsters were strong enough to kill you with full gear on, you have lesser chances with little to no gear on. So much for back in action quickly.
This co-op resurrection system sounds a little like GW. With a Resurrect signet, I can resurrect another player who died during battle. But the penalty is that your health decreases a certain percentage until you actually go to town. Wonder if they are going to adopt this as the option? Maybe they will even keep the lose some exp when you die.
I am glad to see so many different ways of keeping the action going in this game. I hated in D2 when I died and forgot to cast a TP and had to walk all the way back. Sometimes I would just quit for the day at that point.
As long as they keep penalties significant for dying, I think they will do a great job of balancing fun over punishment.
I'm pretty sure too !! and I love that !!
No, I don't think, people will lose time: LEAVE action to regain full health = No.
It's the obvious thing that I see.
The punishment will obviously be the same as d2 : lose gold (gold useful so it's enough) and nightmare and hell maybe exp but I think gold is enough.
Anyways, there are a number of ways they could incorporate penalties into this system:
1. You lose time. They may have these checkpoints spaced very far apart and running between them (with out without respawns) will be something you will try to avoid. Also, if you die right at a checkpoint after respawning, it could push you back even further.
2. If you are running with a team, you are now separated from the team or they have to rez you. Either they wait for you or you have to try to run back to them and catch up. So your team will be annoyed with you because they now have to wait, or you miss out on some of the action. Either way, it's a penalty.
I don't like the idea of losing XP or gear or other things you've earned. It's not fun and I don't like things that aren't fun. If they need to take away something else, make a ranking system or something that's not directly related to gameplay. Then every one will know you suck before you start
I don't think that these mechanics will keep the action up or affect a huge number of players to play incessantly, but I do think they are interesting, and different.
It's not really my option. This is how Blizzard is planning on handling it, sending you back to the last checkpoint, away from the action and your team when you die. Right? Unless I'm missing something here.
first, the checkpoint system lets you res closer to your group as oppose to using the waypoint and running further. The checkpoints will be placed on each level of a dungeon (perspectively) while the waypoints would normally be every five levels. This way you can get back there sooner.
They have also added a coop res system which will let other party members res you at that same spot you died.
About the death penalty, i think XP is a good option (though blizz officially dislike it). I guess they will use something like a Debuff that vanishs when you kill a certain amount of monsters. So if you keep beign a noob you will stack debuff until it's impossible to kill anything, then you gotta give up and reload the game.
I really disagree with the famous quote "get killed is already punishment enough for the player". No way in hell ¬¬ We need a game over.
AHAHAH !!! I agree with scyberdragon.
I heard from blizzard they want put many checkpoints closer form others, essentially to avoid your thought.
But I don't like lose exp too, it's a lose of time same as running back but indirectly (you need to reinvest what you hare already done) losing exp is pushing back the fun to level up and customizing
Oh sweet jesus it better not be exp loss LOL that sucked sooooo bad in d2