Death Penalty Changes in 0.11.3

8% is a significant penalty at higher levels and anything but trivial.

I don't think the change will matter at all to anyone half-serious about the game but will lengthen the just-enough-fun part for the less serious players.

Good change, I hope it works out. And if it becomes obvious from the usage data that it doesn't, I'm sure GGG will revert quickly.
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NotSorry escreveu:
I was always advocating stronger death penalties, a little xp here and there is completely meaningless. Make it hit them where it hurts, in their currency wallet, decrease quality on items and gems on death, on top of higher xp loss of course.

clearly never leveled very high. you wait till you spend 20 chaos per map and then tell me exp is meaningless
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NotSorry escreveu:
I was always advocating stronger death penalties, a little xp here and there is completely meaningless. Make it hit them where it hurts, in their currency wallet, decrease quality on items and gems on death, on top of higher xp loss of course.


This guy must be so good that peneltys never apply to him.
Make Things For Smile!
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slanghardcircles escreveu:
i gotta say, its very fun scrambling for 6s items and making them allocated feels like taking away some of the fun things about perma loot...which i thought had pretty much nailed how looting should be handled ( you can still flip, there are a few items to keep your eyes out for, etc...) essentially, this is removing being careful about your inventory, a reduce to skill cap imo


Keeping an inventory clear enough to pick items has nothing to do with skill just efficiency. Being more efficient already gives you a distinct advantage over players that are more casual (when it comes to accumulating wealth) and it's not fair that the more casual player is crapped upon by those that know exactly what they are looking to loot with a clear inventory . Sometimes players have full inventorys in PA, a 6 socket drops and it gets looted quicker than someone has time to ID and decide if an item is useful or not. That just sucks for a mode of allocation that allocates 1 jewelers orb but not 7..
Make Things For Smile!
Última edição por AdzPoE#5624 em 25 de jul. de 2013 15:49:15
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drepanaspis1 escreveu:
I vote for 5% and 10%, 3 and 8 just seems a little low.


I was thinking the same thing.


-VG-
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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NotSorry escreveu:
I was always advocating stronger death penalties, a little xp here and there is completely meaningless. Make it hit them where it hurts, in their currency wallet, decrease quality on items and gems on death, on top of higher xp loss of course.


This seems like a pretty horrible idea to me, and a great way to make people stop playing.


-VG-
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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VideoGeemer escreveu:
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NotSorry escreveu:
I was always advocating stronger death penalties, a little xp here and there is completely meaningless. Make it hit them where it hurts, in their currency wallet, decrease quality on items and gems on death, on top of higher xp loss of course.


This seems like a pretty horrible idea to me, and a great way to make people stop playing.


-VG-


TBH the guy probably just posted some random crap he knew would get quoted lots of times by the majority of the softcore community that disagree. ie attention whore fag (16 year old girl or harley rider).
Make Things For Smile!
Última edição por AdzPoE#5624 em 25 de jul. de 2013 15:46:52
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Recomposed escreveu:
When you die in softcore, you lose experience..

But when you die in hardcore;

You Gain experience (:


So true, one of the best posts I've seen on these forums.
IGN Harbinger: FrostyPolyp
I think 15% was a bit much, especially at higher levels. Losing 15% and gaining 5% for an entire map is just wrong. I like both of the changes. 6 sockets are often times more valuable than 4Ls.

Besides, anyone who doesn't die should have no problem with this. And anyone who does die will have a little more of a cushion to work with, especially newer players.
IGN: Surging_Strike
Última edição por Elste#6572 em 25 de jul. de 2013 15:53:15
Great change, after 60 8% is still a lot of exp so people will still be cautous

15% is really harsh for new players, especially in maps when you are starting out and learning the ropes. I got a feeling everyone against this change has been playing for months and know the game/areas/monsters inside out. Not to mention the gear to make avoiding death much easier.

As a new player losing half a level because you are unfamiliar with a zone is rediculous

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