[Suggestion] Death penalty design change
Current design:
1) reach 12% exp 2) char dies 3) exp is reduced to 2% (effectively minus flat 10%) 4) reach 4% exp 5) char dies 6) exp is reduced to 0% (effectively minus flat 4% because it cant go below 0%) Suggested design: 1) reach 12% exp 2) char dies 3) exp is reduced to 2% (effectively minus flat 10%) 4) reach 4% exp 5) char dies 6) exp is reduced to 2% (effectively minus flat 2%*) 7) reach 14% exp 8) char dies 9) exp is reduced to 4% (effectively minus flat 10%*) * Core design suggestion is setting the exp penalty to 10% less than highest obtained in current charlevel, instead of 0%. Penalty for dying still exists, but crawling out from it is not as annoying. A few extra points for thought. - pinnacle boss fights already dont penalise death - its still annoying to delay things you want to do just because you have reached 80% exp to next lvl and go grinding that next "checkpoint" of 0% exp to next lvl to take risks. The suggestion is only about cutting these checkpoints into finer slices. - lvl100 is an achievement, but mostly due to running white tier14 maps or doing exp party groups, not because of doing difficult content. So current design is not very rewarding for solo or ssf play. Envisioned result: Dying still hurts, but crawling back has that light in the tunnel where if you crawl out even 1%, you slowly are winning. More fun overall than getting to a content that blasts you a few times and you forgot you were at 95% exp and now 8h of progress is gone (hint: not fun). tl;dr: Visual example: ![]() ___ Hoo there wanderer... Last edited by Henide#3803 on Sep 8, 2025, 8:14:52 AM Last bumped on Sep 13, 2025, 7:02:41 AM
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way too complicated, just make it so if you die in a map you lose the xp for that map
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" +1 P.S
I am a Dog and i will just drop my load and leave on to the next post |
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" Which part is complicated ? Did you read the OP ? ___
Hoo there wanderer... |
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yes and i made my head spin, -10%, -2%, -10%
im not very smart, to me 12% xp to next level means you are on 88%. perhaps you could explain it easier? but why bother, just do as i suggested ever heard of the term KISS Last edited by tarloch#1873 on Sep 1, 2025, 4:34:28 AM
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I wasn't following when reading the bullet points but the explanation afterwards is pretty clear - cap the XP loss at the maximum XP reached minus 10%. This means you can't just keep going backwards but you certainly could stall.
Losing the XP for that map would also be a big improvement in my view. |
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thank you, so you are saying if i am on 4% xp i can only lose 10% of that.
meaning i am now on 3.6% xp ok got it so instead of a flat 10% its based on the xp currently held. which means it gets worse as you level, die at 99.9% and lose 9.9% xp. the suggestion is better but one of my gripes about the penalty is that it is retroactive which the suggestion still is just losing the xp for the map solves that and you still stall if you die |
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" THIS! |
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I could also agree on a system that makes the XP loss dependent on how often you die within a certain amount of maps completed, e. g. each completed map reduces the XP loss by 1% so if you complete 10 maps without dying, the next death costs no XP.
That way you still keep the bad builds from progressing, but the occasional one-shot or the overly deadly mod doesn't set the players back that much. |
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Guess I will have to create a visual example...
(added to OP) And the idea to lose only XP one obtains in a map or rather recently, is really just removing the whole penalty for dying altogether and is a much more complex design change. How would this work during campaign exactly ? How do you decide when a new XP counter is started that counts how much you have gained ? In endgame, sure you could track XP obtained in a particular map from the map device. So one can farm a little bit of that map and create a new one and never fear for xp loss again ? Please if you have a completely separate idea, draft a design and create a new thread. ___ Hoo there wanderer... Last edited by Henide#3803 on Sep 2, 2025, 6:52:37 AM
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