[Suggestion] Death penalty design change

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


Yes, let's lose multiple levels to one death! Great plan. Glad you're not a game designer.
i think your OP was/is a bit confusing due to the 'to next level' wording. when you say 2% to next level to describe the 2% progress on the bar, people think its at 98% (2% needed to get to next level)

I like your idea since it doesn't actually change the balance much if at all: considering exponential XP/lvl needed at high levels, the 10% of lets say level 95 is whole level of 94 or so.

but the perception change is much much better with your suggestion. so the outcome is the same- you wont progress if you die/try to corpse zerk content, but you wont feel discouraged from playing high risk maps past 70% of XP bar. good idea
bump for op
Just remove exp penalty. Its serves no purpose.
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Valsacar#0268 a écrit :
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tarloch#1873 a écrit :
way too complicated, just make it so if you die in a map you lose the xp for that map


Yes, let's lose multiple levels to one death! Great plan. Glad you're not a game designer.

I'm not sure i understand what you mean how does it mean you will lose multiple levels if you die? could you elaborate

you cannot delevel if you die. only losing the xp for the map you died on means just that.
so if you are on 50% xp you enter a map and die doing it you lose everything like you do currently, and are still on 50%xp after the death.
without he change you would be on 40% xp after the death.

all it does is stop the player being punished retroactively for content they had previously completed successfully. you are still punished and cannot advance the xp bar if the content is too difficult

as for those saying how does it work in campaign etc, well i didnt even notice an xp penatly until after the campaign and mapping, around say level 70.
so for mapping i would make it so that all xp is pooled and awarded only after the map is completed, die = no completion no xp.

Dernière édition par tarloch#1873, le 13 sept. 2025 à 05:00:39
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tarloch#1873 a écrit :
way too complicated, just make it so if you die in a map you lose the xp for that map


THIS.
This is the one.
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
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tarloch#1873 a écrit :
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.
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AceNightfire#0980 a écrit :
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tarloch#1873 a écrit :
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.
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KäsePizza#3007 a écrit :
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

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