Just vote people. It tells its own story.
This is misleading, and the only thing Iām objecting to. Specifically, āthose who said keep the penalty were fine withā¦ā Iām one of those who said keep the penalty. I did not say I was fine. Iām only replying to this because you say I was never generalized. Thatās exactly what this sentence does.
Oh. That reminds me about my suggestion when death penalty was discussed back before the new universe and before it took the current shape.
I suggested a few different kind of penalties and a Wheel Of Misfortune running when a defeated player goes back to Sanctum. It would be random which penalty applies. Then there would be a skill to take that would change the random pick into players choice.
There should be death penalties, but Iām not a fan of the decreased XP gain debuff. Iād rather death penalties be a flat cost or even a scaling cost if you die too frequently, than one that hurts your future progression. It sucks when you know just by playing youāre making less progress than if you wait for it to wear off, rather than a flat percentage immediately being lost.
It wouldnāt be as harsh if some devs removed a starve to death mechanic⦠#23%OfYourVotersToRemove
Between all my 10 characters, I have a total of zero deaths by starvation, so I donāt personally see how thatās relevant. Itās not like regular earth yams, berries and meat are rare drops.
In regards to the actual topic, after reading all suggestions, of the alternatives presented keeping the death penalty as is would be my personal preference. The devs could just use the old WoW psychological trickery to make people feel better about it:
That is, turning the ādeath penalty xp debuffā into a āsurvival buffā that boosts the experience earned by 50%, and making the base rate of earning XP the same as it would be now with the death penalty, and hide the āget X experience to get the buff backā message.
That way nothing will change other than perception. Players will react more favorably when they think theyāre getting a bonus for staying alive instead of a penalty for dying.
I completely agree with this ! I really think it is all perception
Iām fine with the current mechanic for death penalty, I just wish it werenāt so damning at later levels. I get the impression that it is based on how much experience is needed to level on your current level, which might be a further indicator that the experience needed on later levels are a bit⦠much.
I would be happy if there was a downtuning of how much experience is needed to remove the buff maybe in combination of tweaking the exp-curve past level 20-ish.
(This opinion is not based on data, but how it has felt so far, leveling to 36.)
I think the problem is not the death penalty itself but itās way to easy to die in this game.
If you die this often for random reasons then any death will feel harsh.
The beta death penalty just felt better because i was only dying once every 3 months. Not because it was a better penalty.
IMHO its not even that⦠Its situations when Iām sure Iāve dodged something and die because server and forecast algorithms disagree what exactly happened.
I think that exp penalty should decrease in time.
Yep ! I totally agree with this one. The same mechanics as now , but with only this difference . It decreases slowly by time too.
This way it is still a good penalty so that game is challenging and not so frustrating at the same time.
I am happy how current penalty is working and it was changed to earn xp instead proposed -10% loss per death. Penalty is somewhat easy to get rid off on later levels when characters are better and players know game better but still it is unwanted thing that makes me avoid getting killed
If you have much problems with death penalty there is epic skill that reduces its effect, I have it currently on my character and if die on other skill set on I just need to die again and my 20k xp penalty goes to 10k
Easy? To get 20k exp? Oh I donāt know how much time do you play every day and what do you do there, but 20k exp is 1\4 of a new lvl for me now, so itās definately not OK.
Insane mobs that dont let you go and stalk (and sometimes there is such a landskape you cant run and simply get oneshots) are making this penalty so easy to get. Lost a lot of exp this way.
This is a terrible ideaā¦
i rather work on more exp instead of travel long back to the location againā¦
Think about it⦠if you are doing the meteor event on the lvl 6 planet, and you died you need to walk back from level 0 world to there again (if you settle in the strois II) .
Also that is the way we play normal.
Players always come out with better solution, i will just bring a beacon to place before i fight.
(which more pointless, and waste everybodyās time -_-)
There is a death penalty reduction epic skill.
It reduce 50% .
I wonder how many people in this thread notice we have this epic skill for option
I think a lot of people are assuming we have forged tools and bombs or are willing to chisel the ground for a couple of hours to get rid of the death penalty. I think this is a bad assumption. If someone is playing for 8 hours a day maybe having to spend a few of these to defeat a penalty is no big deal. If you are more limited in your time then it is. I am trying to level in order to have the skills to even begin to have some of the higher tier tools. Death due to falling into someoneās single block mine hole or taking damage coming down steps in my own build? These make the penalty seem harsh.
In the old universe I would go on hunts in order to get oort to donate for portals. I have been on exactly one hunt in the new universe and that was kind of a spur of the moment thing. The reason why I have not been on more and will not for quite a while is the death penalty.
I have noticed this, and if I ever spec a hunter character I will get it. However, I need those 5 points for my miner gatherer as it appears I will need to spec for bombs to mine effectively and my crafter needs the 5 points for forging. I do not think I have enough skill points for it without compromising something else that makes my alts much less effective in their roles.
- how come ur crafter will died a lot ? This doesnāt make sense. You should build a safe house for your crafter
- for your gather there always something you can take it later if you feel death penalty is a thing u donāt like.
( if you choose to take the gather skill more means you think those skills are more important than the death penalty)
For example when my miner level is low i want the skill can make me jump higher, but i also need the dex to mine faster. At the end, i chose to take dex first, and take the jump epic at around lvl 44.
There is no point you can have all the skill / benefit you want at low level.
Also if you donāt have much time to play, you can always play slowly.
@Kal-El Itās all a matter of how you look at it. I think of it as āI have a bonus for not dyingā instead of āI have a penalty for dyingā and I can quite happily play the game with permanent death penalty without a care in the world.
Now that Iām taking my miner-gatherer to tier 6 planets for gems, Iām pretty much used to being one-shot by anything that aggros and just rolling with the death penalty more or less permanently. Itās not like Iām in a hurry to get to level 150.
And none of my alts has the penalty reduction skill, either. But of course your mileage may vary.