Death penalty


Anti_Proton

 

Posted

8) Stacking Debuffs makes sense, it curbs aggro(SCRAPPER)lock and encourages fighting with the team.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Mandu View Post
Come on folks this is a superhero game. I choose a different option.

11. Permadeath and the character disappears from it's slot. Then a month later it shows up in a different slot with a new costume, name, and a partial power set change. Then after a couple months of not performing too well it switches back to it's original name, costume, powers and slot.

or

11b. Permadeath. But you gain 4 new slots with 4 completely new characters that have the same name as the original character but different powers. Then in a couple months the original character returns and the others vanish.
I see what you did there.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Quote:
Originally Posted by MunkiLord View Post
Without unnecessary risks, this game isn't worth playing.
^ MunkiLord wins.


 

Posted

The list is missing:

11. Time Out.

Which CoH uses by having you rez in hospitals and trudge back to your fight. Sort of half of the corpse run. Toggling up and running back is the minimum Time Out penalty. Then you can add timed doors, like with the iTrials, which, depending on when you rezzed in hospital can be anywhere from 1-20 seconds. Although, since there's an inspiration vendor there, a timed door may be actually doing you a favor...


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

I like the system we have for penalty for Dying a little bit of xp dept.

I know a few people here that say it isn't fun unless you have died once! and having little or no pentalty for dying means you can do crazy things and not have to worry about dying too much..

I think i'll try and take on that group of 8 mobs 4 lv higher than me and see if I survive!

Doing crazy thigns with this risk of dying should be fun. Risk vs reward.


"And for us this is the end of all stories, and we can mostly say they lived happily ever after. But for them it was the beginning of the real story. All there life in this world and all there adventures in Narnia had only be the cover and the title page: now at last they were beginning Chapter One of The Great Story which no one on earth has ever read: which goes on forever: in which every chapter is better than the one before" - C.S Lewis, The Last Battle.

 

Posted

Quote:
Originally Posted by KowaiKawaii View Post
I like the system we have for penalty for Dying a little bit of xp dept.

I know a few people here that say it isn't fun unless you have died once! and having little or no pentalty for dying means you can do crazy things and not have to worry about dying too much..

I think i'll try and take on that group of 8 mobs 4 lv higher than me and see if I survive!

Doing crazy thigns with this risk of dying should be fun. Risk vs reward.
Well said. If I don't die a few times a day, that means I wasn't trying hard enough.

Quote:
Originally Posted by RadDidIt View Post
^ MunkiLord wins.
I agree.


 

Posted

Quote:
Originally Posted by Mr_Grey View Post
I rather liked number 8, Stacking Debuffs.

It would really curb the attempts at unnecessary risks if folks started having an actually harder time to play the character the more they were defeated. It's also a much more tangible penalty than experience debt, but far more manageable than the other options.
Actually, stacking debuffs is extremely frustrating. "Hey, you failed to succeed in this encounter, so now you get to try it while you're weaker than before!"

Each time you die in Guild Wars the game adds -15% "death Penalty" debuff, which reduces your maximum health and energy; it stacks up to -60%. The only way to remove it is through various rare items (mostly, special event only items, like the four-leaf clover for St. Patrick's Day) and special abilities, killing a boss(+2%) or achieving an objective in certain missions, or gaining 75 xp (+1%). Of course, all of the death penalty debuff is removed if you visit a town or outpost, but then you have to start whatever you were doing from the beginning. This is extremely frustrating if you're trying to fight a difficult boss or a large group of heavy-hitters. Even more so if you're playing a squishy character like an Elementalist or Mesmer which get low armor and health.
(On the other hand, death penalty is essential in obtaining the Legendary Defender of Ascalon title, since the only way to obtain it is to let enemies kill you so that they level up.)


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

I would think it goes without saying that a death penalty should fit the game. It should be something that makes sense in that game's lore. Like a lot of others in this thread, I think CoX's current penalty works fine. It's minimal...but that's kind of how the comicbook superhero genre works: they get smacked down a time or two, then pick themselves up, utter something grandiose, and jump back into the fight.

Fallen Earth has a good penalty system. You get "cloning sickness" that begins when you rez in the cloner and lasts for a few minutes. It's basically a debuff of a handful of attributes. It also has stages, so if you die several times in a row, the debuff starts being rather less mild...a not-very-subtle clue that you might need to change your approach a bit. There's also some gear degradation, but it's quite mild. You have to faceplant a lot before your stuff starts to break (and then it's reparable multiple times before it's ruined for good). Works well for that game...just like CoX's current system works well in this one.


"And in this moment, I will not run.
It is my place to stand.
We few shall carry hope
Within our bloodied hands."

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
Actually, stacking debuffs is extremely frustrating. "Hey, you failed to succeed in this encounter, so now you get to try it while you're weaker than before!"

Each time you die in Guild Wars the game adds -15% "death Penalty" debuff, which reduces your maximum health and energy; it stacks up to -60%. The only way to remove it is through various rare items (mostly, special event only items, like the four-leaf clover for St. Patrick's Day) and special abilities, killing a boss(+2%) or achieving an objective in certain missions, or gaining 75 xp (+1%). Of course, all of the death penalty debuff is removed if you visit a town or outpost, but then you have to start whatever you were doing from the beginning. This is extremely frustrating if you're trying to fight a difficult boss or a large group of heavy-hitters. Even more so if you're playing a squishy character like an Elementalist or Mesmer which get low armor and health.
(On the other hand, death penalty is essential in obtaining the Legendary Defender of Ascalon title, since the only way to obtain it is to let enemies kill you so that they level up.)
/this.

It's one of the reasons I don't bother with guild wars (other than finding it rather boring - and little things like "Oh, no, there's a pebble in the road, I now have to walk three miles out of the way on this path because I can't jump!" irritating.)

I think I've logged in to GW once in the last year. Not sure why I still have it installed, honestly.


 

Posted

A death penalty system I'd like to see is a combination of 3 and 8. When you die you get a stacking -stats debuff, 10% per death, which either goes away when you level up next or you can spend the same % of your total level XP to pay it off. That way, you can work off your death penalty with some elbow grease, or you can pay it off at the expense of 10%+ of your total XP bar.

On the #1, perma death, I've always though there should be some difficult but paced (level wise, like only once every 15-30 levels) ingame content you can run in order to get extra lives. Make it difficult to do, so more likely to die in the process, but if you succeed you've got an extra life for the rest of the game. Risk vs reward, bam!


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Quote:
Originally Posted by Psylenz View Post
8) Stacking Debuffs makes sense, it curbs aggro(SCRAPPER)lock and encourages fighting with the team.
heh, it would encourage fighting with the team, i dont disagree there, but i think we are reading that in slightly differently nuanced ways


 

Posted

Honestly, the one we have is just fine. Maybe #10 with someone else's suggestion to make it harsher by having citizens point and laugh at you while you head back from the hospital.


Quote:
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
Apostrophe guidelines.

 

Posted

Quote:
Originally Posted by Mandu View Post
Come on folks this is a superhero game. I choose a different option.

11. Permadeath and the character disappears from it's slot. Then a month later it shows up in a different slot with a new costume, name, and a partial power set change. Then after a couple months of not performing too well it switches back to it's original name, costume, powers and slot.

or

11b. Permadeath. But you gain 4 new slots with 4 completely new characters that have the same name as the original character but different powers. Then in a couple months the original character returns and the others vanish.
..I thought something like this too. Your costume gets randomized and your power choices get shuffled around. Possibly even changed powerset, with an optional mission to return to the way you were.

Then I realized how annoying that would be if people were depending on you. Being dead means not being able to participate, which seems enough punishment for a game.

However, players SHOULD give drops. Boss drops of our level. Of course, the system would be abused--you'd get designated punching bags hiring out to get stomped and players with multiple accounts killing themselves. Any system designed to ensure actual effort went into it would be deconstructed and farmed ("We both take each other to 5hps, then I kill you, so it looks like we really worked for it!").


My pet peeve is people who refuse to acknowledge it when I tell them my character has unlimited power. If I rp attack them they are of course disintegrated beyond the ability of any hospital or magic to restore. Yet despite this they refuse to delete their characters and still keep playing them as if nothing happened. ~Mandu, 07-16-2010

 

Posted

Players do give drops, from inspires to 3 billion inf recipes.


I don't suffer from altitis, I enjoy every minute of it.

Thank you Devs & Community people for a great game.

So sad to be ending ):

 

Posted

Quote:
Originally Posted by Venture View Post
#3. It gives noobs an incentive to clue up, since if they don't they'll hit a point where they start losing XP faster than they gain it.
Or it will make them quit, like I have from more games than I care to count.

Debt works fine as it is now. Failing that, NONE would be my pick. Let people have fun and take risks without stressing out over their game.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by baron_inferno View Post
Stacking debuffs - Not sure what this means.. similar to rez sickness?

So yeah.. no thanks.
Guild Wars does this. Each time you get killed, it slaps you with an X% debuff to *all* your attributes, in addition to sending you to the nearest "shrine" if you don't have someone in your party with a resurrection power. IE, you are fighting something that just stomped your face in, and the game responds by reducing your DPS and health by 10%, or whatever the number is. And the effect stacks, so if you die repeatedly, the debuff can go as high as 60%, I think. My response to the debuff is usually to just log out of the game for about five months. ("Why don't I play this game more often?" ::gets killed:: "Oh, right. Because getting defeated completely sucks." ::logs out:

I realize that some people just *love* "Iron Man" and permadeath settings. I don't. I'm certainly not going to pay a monthly fee for the "honor" of playing a game that kills my character, then takes away half my health and won't give it back until I've proved I don't actually need it.


 

Posted

Offhand I should mention my last two MMOs had really horrible death penalties.

The first one was Ragnarok Online, where you lost 1% experience if you died. It doesn't sound like a lot, but at high levels, 1% exp might take you 1-3 hours to earn. For more casual players it could eliminate an entire day's worth of work, and make you extremely paranoid of dying -- even if was due to an accident or mistake.

The other one was Guild Wars. I really didn't like their system. You rezzed with -20% HP/end and had to work off the penalty over time. It would continue to stack if you died more, up to -60%. But each death would increase the odds of you dying again, and in certain scenarios, the huge decrease in HP would mean the tasks just became impossible to overcome. The unannounced failure became a frustrating experience as you just tried over and over again until you finally gave up out of annoyance. The penalty was also harsh enough that people would often just leave teams after one or two deaths, causing the entire group to have to quit.

I like our system fine. Besides, there are way too many things that can kill people effortlessly to impose a severe death penalty. In fact, our lack of a severe penalty (and the fact that people have for-fun powers that rez, and inspirations are easy to come by) actually makes those super powerful attacks okay. If we got huge penalties for dying to Pylons and their 350 foot range DoT attacks or any of the numerous AVs that can do more than 1500 damage in one attack, all those things would have to be reevaluated and rebalanced.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Dispari View Post
Offhand I should mention my last two MMOs had really horrible death penalties.

The first one was Ragnarok Online
My condolences.




Virtue Server
Avatar art by Daggerpoint

 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
I think I've logged in to GW once in the last year. Not sure why I still have it installed, honestly.
I enjoy assassinating people with a scythe.
I've got an Assassin/Dervish with about an 87% chance to crit (and wielding a scythe, which has the inherent ability to hit 3 targets). Each time I crit, I gain energy and renew one of the enchantments buffing my crit chance, and renew a enchantment giving me extra armor. And each time I hit, for each target I hit (whether I crit or not), I do extra PBAoE damage as well. Hitting 3 targets means 5 ticks of damage on each of them, and 3 ticks of damage on everything else near me. Large groups melt pretty fast.

Quote:
Originally Posted by ShadowsBetween View Post
Guild Wars does this. Each time you get killed, it slaps you with an X% debuff to *all* your attributes, in addition to sending you to the nearest "shrine" if you don't have someone in your party with a resurrection power.
GW's death penalty only affects max health and energy, not your attributes. The only debuff to attributes is the Weakened condition, which reduces you attributes by 1 and damage by 66%, and that can't stack. (And the longest possible Weakened condition is 50.54s, and that's coming from a Necromancer with multiple temporary and permanent buffs to his Curses attribute, plus a buff to Weakened condition durations. Most Weakened condition is closer to 20s.)


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Dispari View Post
The first one was Ragnarok Online, where you lost 1% experience if you died. It doesn't sound like a lot, but at high levels, 1% exp might take you 1-3 hours to earn. For more casual players it could eliminate an entire day's worth of work, and make you extremely paranoid of dying -- even if was due to an accident or mistake.
This reminds me of my experience in 9Dragons. I heard some people on their forums talking about how, at the higher levels, one wrong death could cause you to lose four or five hours of "hard grinding." That one post alone was enough to scare me off the game for life.

And if that's not bad enough, that game offered what's known as "blood points." A counter counted up one for each enemy kill and went from 0 to 999. Every time it reached 999, you got a "Blood Point," which was very important for weapon upgrades. Each time you died or logged off, the counter would reset to 0.

Champions also had a similar screwed-up system. You get a 5-star buff when you first make your character, and then proceed to lose one star for each time you die, eventually losing the whole buff, and re-earning that was hard. I don't remember it regenerating over time, but if it did, it would have taken days. Essentially, if you die, you become weaker and have to try the same content again with less power.

---

Games should not "punish" their players.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Champions also had a similar screwed-up system. You get a 5-star buff when you first make your character, and then proceed to lose one star for each time you die, eventually losing the whole buff, and re-earning that was hard. I don't remember it regenerating over time, but if it did, it would have taken days. Essentially, if you die, you become weaker and have to try the same content again with less power.
Champions' 5 star buff was incredibly small and could be restored for a really cheap cost by an npc right by where you respawned. It's even more lenient than COH's system, if that's even possible.


 

Posted

Quote:
Originally Posted by Kailure View Post
Champions' 5 star buff was incredibly small and could be restored for a really cheap cost by an npc right by where you respawned. It's even more lenient than COH's system, if that's even possible.
I never found an NPC that could do that wile I was there, which was admittedly a long time ago. Either way, I don't want penalties to my performance. If I failed once, I failed for a reason. Making me WEAKER just makes me more likely to fail again, making me weaker still.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Daemodand View Post
Bring back Debt 1.0. The Debt 3.0 we have is not even noticeable.
You say that like it's a bad thing.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.