[Suggestion] Death penalty design change

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Valsacar#0268 wrote:
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tarloch#1873 wrote:
way too complicated, just make it so if you die in a map you lose the xp for that map


+1

As soon as you enter a map, it tracks the exp you gain. When you die, you lose that exact exp amount you gained on that map. Even if you have 4 revives on the map, you will lose your exp everytime you die, but only the exp you earned on that map.


So, instead of losing 10% of a level, I lose 2 levels because that's what I gained in that particular map... yeah, that's better.

no you lose 10 levels because thats what you gained in that particular map...yeah that's better
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Sakanabi#6664 wrote:
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Just make it 10% of current exp ⇾ at 50% you lose 5% at 99% you lose 9.9%. Then you can play it safe at high exp and take the risk at lower levels without falling back to 0%. Surely would feel better then rn


+1


I dont understand why are people suggesting this ? How exactly this is different than current implementation.

I dont care about losing xp when i am at 0-10% exp in current implementation. Losing xp multiple times close to 100% is annoying in current implementation as well as this quoted suggestion.

Either you do not understand what you are +1'ing or this is some troll posting.
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Hoo there wanderer...
Last edited by Henide#3803 on Sep 19, 2025, 7:45:15 PM
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Just make it 10% of current exp ⇾ at 50% you lose 5% at 99% you lose 9.9%. Then you can play it safe at high exp and take the risk at lower levels without falling back to 0%. Surely would feel better then rn


Do you perhaps mean this in a completely opposite way ?
Anyway, this to me looks like something much more complex and harder to translate into an easily readable game mechanic ingame. Rathar than a simple 10% penalty from which you have to crawl out before getting a risk of being penalised again.
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Hoo there wanderer...
Last edited by Henide#3803 on Sep 19, 2025, 7:47:01 PM
The simplest solution here is to have XP you earn during a map be stored instead of immediately granted, and it's all granted at once upon completion. That way you still "lose XP" if you fail the map, but since it never hit your XP bar in the first place and you never see that XP bar go backwards it shouldn't feel as bad.
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Valsacar#0268 wrote:
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tarloch#1873 wrote:
way too complicated, just make it so if you die in a map you lose the xp for that map


+1

As soon as you enter a map, it tracks the exp you gain. When you die, you lose that exact exp amount you gained on that map. Even if you have 4 revives on the map, you will lose your exp everytime you die, but only the exp you earned on that map.


So, instead of losing 10% of a level, I lose 2 levels because that's what I gained in that particular map... yeah, that's better.


If you made 2 levels in a map, then it's heavily juiced. Dying there might be your own fault if you overestimate your survivability.

Furthermore: If you do 2 levels in a map, then I don't see any problem with progression anyway. The maps I play usually give me around 10% at lvl 90. So dying there 2-3 times would make me lose potentially 3 map runs of experience.

Personaly? I dont mind. I rarely die, but usually because I play it safe. But I still dont mind the exp penalty going down. And I think losing the exp your earned on that specific map would be a good solution.
I am in the same boat as the people who would happily remove the XP penalty completely or at least declaw it a lot.

Being punted back to 0% from 20%+ because you had one bad day on a clown-fiesta map or hit a lag spike feels less like "punishment for mistakes" and more like the game grabbing your progress bar and throwing it into the sun.

One idea that could work either with your system or on its own would be static checkpoints on the bar, for example at 25% and 50%, or even every 10% (10, 20, 30, ...). Once you hit a checkpoint on that level, deaths can never drop you below that percentage. You still get punished between checkpoints, but you do not get sent all the way back to the start just because you tried to push content while tired, unlucky, or blessed by the desync gods.

Yes, it makes life easier, but is "extra grind" really the hill to die on when people already quit over lag spikes, one-shot boss mechanics, and random nonsense chain reactions that delete you from off-screen?

PS. Sorry for hijacking the thread a bit, just adding another angle to the death penalty discussion.
Last edited by Jyrlep#4788 on Dec 1, 2025, 12:03:44 AM
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tarloch#1873 wrote:
way too complicated, just make it so if you die in a map you lose the xp for that map


this.
Looks like I am not the only one discontent with the XP penalty on death mechanic.
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Jyrlep#4788 wrote:
I am in the same boat as the people who would happily remove the XP penalty completely or at least declaw it a lot.

Being punted back to 0% from 20%+ because you had one bad day on a clown-fiesta map or hit a lag spike feels less like "punishment for mistakes" and more like the game grabbing your progress bar and throwing it into the sun.

One idea that could work either with your system or on its own would be static checkpoints on the bar, for example at 25% and 50%, or even every 10% (10, 20, 30, ...). Once you hit a checkpoint on that level, deaths can never drop you below that percentage. You still get punished between checkpoints, but you do not get sent all the way back to the start just because you tried to push content while tired, unlucky, or blessed by the desync gods.

Yes, it makes life easier, but is "extra grind" really the hill to die on when people already quit over lag spikes, one-shot boss mechanics, and random nonsense chain reactions that delete you from off-screen?

PS. Sorry for hijacking the thread a bit, just adding another angle to the death penalty discussion.


That already exists, it's at 0%.
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ArturSzT#3417 wrote:
Looks like I am not the only one discontent with the XP penalty on death mechanic.




You're not alone. I hate and despise these mechanics too. It must be removed once and for all.

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