FEEDBACK > Unfun Death penalties + solution
" it is indeed a feedback forum, but only saying good things about a game does not do it any good as you have seen many games ruined by devs listening to player complaints, i have also seen many games going the other way i want the game to improve and become the best it can be, and so do you. now only 1 thing that can tell which one of us it "right" and that is time i hope they listening to me and the others who say something similar, though i believe my solution is the best I have seen proposed. now it is up to the devs and time |
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nothing prevent you to grab any valuable loot before you eventualy die. I usualy don't bother looting during breach but if a div drop or something valuable i definitly loot it right away. If it's to hard to loot then i can't help :D .
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+1 PLEASE MAKE IT HAPPEN
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+1 Totally agree
Either reset the map and lose no experience, or don't reset the map and lose experience If there is a death penalty, it should be experience drop or map reset, not the current double penalty. Even in games like Elden Ring, dropped experience can be gained again unless you die again. Dernière édition par ki784340143#8116, le 29 janv. 2025 20:06:05
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I don't think the death penalty is the issue. The penalty is fine.
The question is why it's occurring so often. I believe the problem is that characters can easily surpass their appropriate enemy level. The market plays a role here because it can drop items on an underdeveloped character. For instance, a maxed purchased weapon can push that character into content they can kill but cannot survive. This leads to numerous deaths and confusion for the player, who might kill content but get one-shotted due to continuously being one-shotted with only evasion saving them. The market allows players to equip gear that may be common drops in maps they are not ready to clear. I kill the mobs using X I survive the mobs because of Y Y is always lagging behind, leading to cumulative deaths. Currently, the rewards and crafting options are too low, making it challenging to attain solid defense—more difficult than getting offense. The game lacks a good difficulty ramp that alerts players they are exceeding their power range. But that is difficult for a developer to implement if two characters share the same offensive potential but one is totally lacking in defense. They will both destroy the content to the boss, one will get one shot. It's not that death penalties are too high. It's that players should be playing lower tiers. However, the rewards for those lower tiers are so low that if a character stays where they should be, they are not rewarded with experience, currency, or drops. Improving the gaming experience from tiers 1 to 10 in the post game would help here. Having fun and rewarding content for a player to do in those ranges would alleviate some frustrations, players might linger longer in those ranges instead of pushing too hard to get to some finish line and die over and over. Dernière édition par Jitter912#4278, le 31 janv. 2025 17:10:14
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" The entire point is "You died in this map - your journey there ends". That includes all items left in this map. Despawing the monsters gives you access to loot you shouldn't have access to anymore. To get the loot in the first place you have to kill monsters, pick up the loot and/or clear the area to safely pick up the loot. YOU dying and then the game removing the monsters would be a reward instead of a punishment. And no, that you haven't cleared the entire map is not a consistent punishment. You could die on the last mob in the map and then go in and pick everything up, then the entire punishment would be obsolete. |
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" The punishment would totally be fine if the game didnt have you dying to some bs death effects that are either bugged in rendering or there game designer decided not to add any. Cannot count how many times + clips I have died to literally nothing in the span of 1 frame because they cannot for whatever reason be bothered to give the player clues to effects or fix whatever is broken |
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" Listen, I am not in the mood to have the 100th discussion about bugged things killing people in a game under development. Everybody knows this sucks, nobody likes that and it's not intended by the devs, BUT it's not an argument to remove a mechanic not actually related to it. Especially not a valid argument when they, in fact, already improved the visuals on some of these effects and removed some clutter for better clarity. |
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