The way it works now, if you are dead when a boss is killed you will miss out on experience and loot. We want to make sure the design isn't such that it becomes a standard for high-level characters to carry low-level characters through content, without risk of penalty should the lowbie die. But, there is a new resurrection mechanic which allows other players in the party to click on a dead player's corpse to bring them back on the spot, rather than having them be sent back to town.
We'll see how gameplay elements such as these play out in the beta test and adjust accordingly if necessary.
According to this blue post. There is a mechanic that is being tinkered with to allow players to resurrect other players on the spot. I think this is a very cool mechanic and would be used a lot, no doubt about it. However, my concern is this:
Lets assume that during a boss fight, your able to resurrect someone and lets also assume, that just because you resurrected him, both of you were able to finish off the boss, other wise you both would be dead.
That said, the blue post doesn't mention how many times you can resurrect someone. I assume once... again its a mechanic that will be tested out in the beta. I feel like it may give too big of an advantage in the midst of battle... However, I do understand that if a player dies, the corpse will probably be really close to the boss or in the middle of the fray of monsters. The risk a player has to take to resurrect another player that is flooded with monsters or being attacked by a boss, would make resurrecting a tough decision. The resurrect may not be an instant touch either.
I'm just interested in hearing what everyone else thinks.
1)Do you think its a good mechanic?
2)Would you rather be able to get the drops after death than have to deal with this mechanic?
3)Should it have a cool down?
4)Should it take seconds to cast or should it be an instance cast? If so, how many seconds?
5)Do you think it would actually give any sort of advantage given whats stated above?
Let me know what you think.
Cheers,
Juystafan
(I don't know how to post full blue posts, so click the link above to see the forum) - Maybe someone can tell me how?
According to this blue post. There is a mechanic that is being tinkered with to allow players to resurrect other players on the spot. I think this is a very cool mechanic and would be used a lot, no doubt about it. However, my concern is this:
Lets assume that during a boss fight, your able to resurrect someone and lets also assume, that just because you resurrected him, both of you were able to finish off the boss, other wise you both would be dead.
That said, the blue post doesn't mention how many times you can resurrect someone. I assume once... again its a mechanic that will be tested out in the beta. I feel like it may give too big of an advantage in the midst of battle... However, I do understand that if a player dies, the corpse will probably be really close to the boss or in the middle of the fray of monsters. The risk a player has to take to resurrect another player that is flooded with monsters or being attacked by a boss, would make resurrecting a tough decision. The resurrect may not be an instant touch either.
I'm just interested in hearing what everyone else thinks.
1)Do you think its a good mechanic?
2)Would you rather be able to get the drops after death than have to deal with this mechanic?
3)Should it have a cool down?
4)Should it take seconds to cast or should it be an instance cast? If so, how many seconds?
5)Do you think it would actually give any sort of advantage given whats stated above?
You posted the same thing twice. Use the "Other styles" combo box in the upper left corner and select "Blue Quote".
Anyway, I thought it was an interesting approach. I think it's good that you don't get the loot if you're dead too. More incentive to not die when fighting a boss.
Yes. It's definetly the best approach for multiplayer. Running empity dungeons just to catch up is bad.
Would you rather be able to get the drops after death than have to deal with this mechanic?
Can't undertand your question =[
Should it have a cool down?
I don't think an cooldown is needed, but an penalty is definetly needed. For exemple, a large durability loss on your items (if durability is even implemented in the game).
Also i think the resusrected player should come back with only an % of his life and his resource. And in orde to ressurect players you should be close to the body.
Should it take seconds to cast or should it be an instance cast? If so, how many seconds?
Can't answer that without playing the game lol =/
But i think if a certain situation is hard enough to kill a party member, get close to a cospse filled with monster around might already be a good enough challenge. So, i will not be shocked if a cast time is not needed.
Do you think it would actually give any sort of advantage given whats stated above?
I don't think annoying death mechanics is the right way to make the game challenging. So a spot ressurection will surely not damage the game difficulty if the game difficulty is not aleady damaged =]
It worked in Castle Crashers. I hope D3 makes it like that, where it takes a certain amount of time to resurrect a player and where there is a small window after the player's death for resurrection. A system like that makes it more challenging, because like others have said, you must jump into the fray, and for the amount of time you are performing the resurrection, your character is completely vulnerable to attack.
If you can res your party members what happens when a boss picks u up and bites your face off, then tosses you aside? Same mechanic or return to town cause u just got owned?
If you can res your party members what happens when a boss picks u up and bites your face off, then tosses you aside? Same mechanic or return to town cause u just got owned?
That's a good question.. I assume you're talking about the siege breaker. Maybe someone can clarify, but I thought his 1-button facebite nuke was random, and not just a finishing move on someone who would've been killed by SB's normal attack. In that case, seems like people would be unfairly robbed of exp and loot just because of a /roll.
Anyone?
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"Ridicule is the only weapon which can be used against unintelligible propositions."
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If you can res your party members what happens when a boss picks u up and bites your face off, then tosses you aside? Same mechanic or return to town cause u just got owned?
It's most likely equivalent to a normal death, just in a more extravagant way. If your resurrected, your head reattaches. That's my assumption.
If you can res your party members what happens when a boss picks u up and bites your face off, then tosses you aside? Same mechanic or return to town cause u just got owned?
It's most likely equivalent to a normal death, just in a more extravagant way. If your resurrected, your head reattaches. That's my assumption.
What about after the siegebreaker kicked the dead body off of the screen? I am sure they removed that ability for human players tho haha.
If you can res your party members what happens when a boss picks u up and bites your face off, then tosses you aside? Same mechanic or return to town cause u just got owned?
It's most likely equivalent to a normal death, just in a more extravagant way. If your resurrected, your head reattaches. That's my assumption.
What about after the siegebreaker kicked the dead body off of the screen? I am sure they removed that ability for human players tho haha.
maybe your body disappears and you warp down from the heavens if your resurrected if your in pieces, or in somethings stomach, having your body parts roll back and attach together would be kind of.... zombielike ?.
You'll prolly rez them with a small health bar, like 20%. As well, it'll have some form of cooldown. This will allow for a few emergency rezzes in the heat of battle, but nothing that would make it significantly easier to chain-rez through a boss.
IT worked in Diablo1 so I think it could work just as fine now
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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
I actually think the whole idea is a mistake. I can only imagine how pissed I'm going to be when I've fought Boss X down to where he's next to death and then I get killed by some face-eating nuke right before my buddy finishes him off.
So now I'm dead just in time to miss out on all the loot and experience. I will soooooo totally go postal when that happens. If it happens more than once I will probably not group much, especially for boss kills.
So unless theres some timer where if the boss dies within a certain time of your death where you still get goodies, then your asking for angst. If it is the case where you can die just before the boss and lose out on drops/xp then I think you'll see this kill team play with random peeps. Lets face it, your buddies might hold off on the kill to res you, but the PUG peeps wouldn't give a shit 90% of the time.
Playing hardcore would solve your fears of this. The new fear that has been given to me is the idea of a 1 hit random monster nuke. Hopefully it's rather noticeable and dodgeable if you aren't surrounded by a ton of monsters.
I suppose if you HAVE to play softcore tho....this would be a good mechanic to make play less annoying. I'm pretty sure they said there would be a bit of time that it would take to resurrect the person but I do agree with the loss of loot being extremely annoying. As said, most "public unknown players" probably wont wait to resurrect you unless they absolutely need you.
I tried the Hardcore thing many times in D2 - 75% of the toons I started died to random lag spikes or disconnects. The other 25% died to asshole griefers ganking me with their high level toon. I think I only actually had 2 hardcore toons I got to a reasonable level actually killed legitimately during game play.
The waiting for the lag to clear or the disconnect to come, not knowing if my toon had been beaten silly while I couldn't do anything about it became unbearable. My sanity demands that I avoid hardcore. Deaths due to BS beyond my control kind of discourages me from even considering it this time around....
So now I'm dead just in time to miss out on all the loot and experience. I will soooooo totally go postal when that happens. If it happens more than once I will probably not group much, especially for boss kills.
How does this differ from Diablo 2? Or even Diablo 1? Is there any ARPG where if you die right before the boss does you still receive loot?
This is like having a boss in a RPG kill your whole party and then die(or would have died) from a DoT right after. Should you still be rewarded with the boss dead and its loot(if it had any)?
How does this differ from Diablo 2? Or even Diablo 1? Is there any ARPG where if you die right before the boss does you still receive loot?
This is like having a boss in a RPG kill your whole party and then die(or would have died) from a DoT right after. Should you still be rewarded with the boss dead and its loot(if it had any)?
Since you mention D2 lets use it as an example. Your in the chaos sanctuary and your party kills diablo 1 sec after he kills you. You lie there dead, but the drops are still there, and if your not playing with PUG's your friends might actually let you have something from the drop. Also you get credit for the kill so can advance onward.
Now with D3 drops become 'individualized' - so now everyone gets to see something for their effort except you. Also while I'm not 100% on this point I think you also got the exp for the boss if he died before you released from your corpse.
At any rate, will you get credit for the kill and be able to advance? If not, that would kinda suck making people have to repeat boss kills regularly. If it does give you credit, then how do you justify saying that you were there just enough to get credit for killing him but you weren't there quite enough to get anything for it. Your either there and helping (thereby deserving of a reward) or your not.
If they are worried about boss farming with one toon and a bunch of low levels there to milk the drop, perhaps make drops level dependent. If your not in an appropriate level range for the boss/monster/rabid badger/whatever then nothing drops for the low levels. Don't punish a legit player who just has the bad luck of dying at the last second.
It is the player's own fault for dieing right before the boss, it usually means that they weren't prepare or were getting overconfident. I just don't see why they should reward you for failing to survive. Death should come with some penalties, and not receiving loot or exp(along with losing some durability.) seems like a good penalty.
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Official Blizzard Quote:
The way it works now, if you are dead when a boss is killed you will miss out on experience and loot. We want to make sure the design isn't such that it becomes a standard for high-level characters to carry low-level characters through content, without risk of penalty should the lowbie die. But, there is a new resurrection mechanic which allows other players in the party to click on a dead player's corpse to bring them back on the spot, rather than having them be sent back to town.
We'll see how gameplay elements such as these play out in the beta test and adjust accordingly if necessary.
According to this blue post. There is a mechanic that is being tinkered with to allow players to resurrect other players on the spot. I think this is a very cool mechanic and would be used a lot, no doubt about it. However, my concern is this:
Lets assume that during a boss fight, your able to resurrect someone and lets also assume, that just because you resurrected him, both of you were able to finish off the boss, other wise you both would be dead.
That said, the blue post doesn't mention how many times you can resurrect someone. I assume once... again its a mechanic that will be tested out in the beta. I feel like it may give too big of an advantage in the midst of battle... However, I do understand that if a player dies, the corpse will probably be really close to the boss or in the middle of the fray of monsters. The risk a player has to take to resurrect another player that is flooded with monsters or being attacked by a boss, would make resurrecting a tough decision. The resurrect may not be an instant touch either.
I'm just interested in hearing what everyone else thinks.
1)Do you think its a good mechanic?
2)Would you rather be able to get the drops after death than have to deal with this mechanic?
3)Should it have a cool down?
4)Should it take seconds to cast or should it be an instance cast? If so, how many seconds?
5)Do you think it would actually give any sort of advantage given whats stated above?
Let me know what you think.
Cheers,
Juystafan
(I don't know how to post full blue posts, so click the link above to see the forum) - Maybe someone can tell me how?
According to this blue post. There is a mechanic that is being tinkered with to allow players to resurrect other players on the spot. I think this is a very cool mechanic and would be used a lot, no doubt about it. However, my concern is this:
Lets assume that during a boss fight, your able to resurrect someone and lets also assume, that just because you resurrected him, both of you were able to finish off the boss, other wise you both would be dead.
That said, the blue post doesn't mention how many times you can resurrect someone. I assume once... again its a mechanic that will be tested out in the beta. I feel like it may give too big of an advantage in the midst of battle... However, I do understand that if a player dies, the corpse will probably be really close to the boss or in the middle of the fray of monsters. The risk a player has to take to resurrect another player that is flooded with monsters or being attacked by a boss, would make resurrecting a tough decision. The resurrect may not be an instant touch either.
I'm just interested in hearing what everyone else thinks.
1)Do you think its a good mechanic?
2)Would you rather be able to get the drops after death than have to deal with this mechanic?
3)Should it have a cool down?
4)Should it take seconds to cast or should it be an instance cast? If so, how many seconds?
5)Do you think it would actually give any sort of advantage given whats stated above?
Let me know what you think.
Cheers,
Juystafan
Anyways, I fixed the link.
Anyway, I thought it was an interesting approach. I think it's good that you don't get the loot if you're dead too. More incentive to not die when fighting a boss.
Yes. It's definetly the best approach for multiplayer. Running empity dungeons just to catch up is bad.
Can't undertand your question =[
Also i think the resusrected player should come back with only an % of his life and his resource. And in orde to ressurect players you should be close to the body.
Can't answer that without playing the game lol =/
But i think if a certain situation is hard enough to kill a party member, get close to a cospse filled with monster around might already be a good enough challenge. So, i will not be shocked if a cast time is not needed.
I don't think annoying death mechanics is the right way to make the game challenging. So a spot ressurection will surely not damage the game difficulty if the game difficulty is not aleady damaged =]
-Titan's Quest -Magicka -Terreria -Skyrim
That's a good question.. I assume you're talking about the siege breaker. Maybe someone can clarify, but I thought his 1-button facebite nuke was random, and not just a finishing move on someone who would've been killed by SB's normal attack. In that case, seems like people would be unfairly robbed of exp and loot just because of a /roll.
Anyone?
-Thomas Jefferson
It's most likely equivalent to a normal death, just in a more extravagant way. If your resurrected, your head reattaches. That's my assumption.
maybe your body disappears and you warp down from the heavens if your resurrected if your in pieces, or in somethings stomach, having your body parts roll back and attach together would be kind of.... zombielike ?.
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
So now I'm dead just in time to miss out on all the loot and experience. I will soooooo totally go postal when that happens. If it happens more than once I will probably not group much, especially for boss kills.
So unless theres some timer where if the boss dies within a certain time of your death where you still get goodies, then your asking for angst. If it is the case where you can die just before the boss and lose out on drops/xp then I think you'll see this kill team play with random peeps. Lets face it, your buddies might hold off on the kill to res you, but the PUG peeps wouldn't give a shit 90% of the time.
Just my 2 pesos worth...
I suppose if you HAVE to play softcore tho....this would be a good mechanic to make play less annoying. I'm pretty sure they said there would be a bit of time that it would take to resurrect the person but I do agree with the loss of loot being extremely annoying. As said, most "public unknown players" probably wont wait to resurrect you unless they absolutely need you.
The waiting for the lag to clear or the disconnect to come, not knowing if my toon had been beaten silly while I couldn't do anything about it became unbearable. My sanity demands that I avoid hardcore. Deaths due to BS beyond my control kind of discourages me from even considering it this time around....
How does this differ from Diablo 2? Or even Diablo 1? Is there any ARPG where if you die right before the boss does you still receive loot?
This is like having a boss in a RPG kill your whole party and then die(or would have died) from a DoT right after. Should you still be rewarded with the boss dead and its loot(if it had any)?
Since you mention D2 lets use it as an example. Your in the chaos sanctuary and your party kills diablo 1 sec after he kills you. You lie there dead, but the drops are still there, and if your not playing with PUG's your friends might actually let you have something from the drop. Also you get credit for the kill so can advance onward.
Now with D3 drops become 'individualized' - so now everyone gets to see something for their effort except you. Also while I'm not 100% on this point I think you also got the exp for the boss if he died before you released from your corpse.
At any rate, will you get credit for the kill and be able to advance? If not, that would kinda suck making people have to repeat boss kills regularly. If it does give you credit, then how do you justify saying that you were there just enough to get credit for killing him but you weren't there quite enough to get anything for it. Your either there and helping (thereby deserving of a reward) or your not.
If they are worried about boss farming with one toon and a bunch of low levels there to milk the drop, perhaps make drops level dependent. If your not in an appropriate level range for the boss/monster/rabid badger/whatever then nothing drops for the low levels. Don't punish a legit player who just has the bad luck of dying at the last second.
It is the player's own fault for dieing right before the boss, it usually means that they weren't prepare or were getting overconfident. I just don't see why they should reward you for failing to survive. Death should come with some penalties, and not receiving loot or exp(along with losing some durability.) seems like a good penalty.