Right now in D3 (not HC) death does not mean anything, you pay a little gold and repair your items and you are on your way.
In D4 death should have some type of penalty to go with it. What if you lose a skill point (or something else) if you die too many times within a certain time frame? This might help the speed racers slow down and think about what they are doing. What is the point of having defensive skills or abilities if some people do not care how many times they die. Instead we should care.
Always a sticky topic for softcore.
But what if there was another small bar that was divided in thirds, it takes a certain amount of experience to fill it. When full you get 3 deaths at a minimum cost. After that the penalty is much greater. You refill it as you play. Or some measure like that.
Something needs to be done, right now (D3) people site at the entry of a GR because they know they are going to die a lot. Others are dead the entire rift. Death needs to have some type of cost associated with it or it does not have any impact on how we play. Make people think about what they are doing. In HC the penalty is extreme, give the HC players one free death.
I feel that Hardcore mode should like old retro game where you have 3 lives.
As for the death penalty for softcore, how about when you died in D4, you can’t login D4 for 30 minutes and the duration penalty will be increased by 10 minutes every time you died in D4. There is no reset for the death penalty for that character. The death/can’t login timer will be capped at 24 hours.
We need to fear death. Maybe some debuff for a duration, somthing that dont affect combat performance like a lesser magic find.
Oh better idea;
Focussing on fearing death makes me think about something. What if when you die you go to the Death Realm and need to reach a place to revive. That would be immersive and death realm content could be nice. Some special death realm mods would affect the character, we could get death realm gears and stuff. I feel there’s a lot of Idea we could add to that
Or, instead of a death penalty how about a life reward. If you do not die within a certain time frame you receive something. This would make most players think about what the are doing. How about if you do not die on your way to the next experience level you receive a extra skill point, just do something. They need to have a distinction between players who do not die all the time, and “players” who are always dead. This way “players” who are always dying do not relay lose anything (no child left behind), however players who work at it can get something for knowing what they are doing.
Worst idea I have seen in my life. No exp for 24h and can’t play the game for 24h are 2 completely different things that I hope you realize by now. Maybe a penalty to drop rate and exp gain rate in a certain duration. Or reduced run speed for the next 10min. This sure is a huge pain for players, running like a snail.
Well, when you are at level 40, quite some of your items need level 40 to equip, any rollback is a serious issue. I think penalty for endgame should be reduced drop rate and maybe run speed. Before level 40, add reduced exp gain by half for 30min or something.
I think Diablo 4’s softcore death penalty could work like this:
Dying would cause players to leave a corpse behind similar to Diablo 2; however you’ll still retain your equipped items.
Dying would cause players to lose approximately 10% of their experience (this would include paragon experience as well, so here’s hoping paragon is finite), claiming your body will allow you to regain most of the lost experience back. You cannot lose a level however no matter how many times you die.
Dying would cause players to lose a percentage of their gold (a portion of the lost gold is dropped on the ground next to the player’s corpse and can only be retrieved by the player who lost said gold)
After a certain amount of time has passed (approx. 15 minutes), corpses as well as lost gold on the ground will disappear.
Losing more than 3 corpses within about 5-10 minutes will cause players to become unable to reclaim future corpses for about 30 minutes.
So basically Diablo 2 death penalties with some exceptions.
I’d be happy with just losing inventory items. you can then still play, but that run would mean little. I wuoldn’t want an adverse effect on the ability to play the game, but making people think about death as something to aviod is a good idea.
I would also give the monster that killed you an affix and restore health… you know since it levelled up from killing a hero. This would make bosses harder to deal with (although they could be exempt from the affix or limited to 1) as dying to them would make them dangerously strong.
I have a great idea, how about a real death penalty? No? What about giving player some “pity gold” and rewarding player for dying instead? Would that be better? It would be fun to watch players do suicide rushes to the monsters they can not kill like in vanilla D3 times.
After Diablo 3 almost removed it, I wonder what “forward step” they can take for Diablo 4 in terms of kyuuu oh elle, quality of life. Because getting penalized on death even a tiny whisk sure annoys the player and market needs to giddy up with faster than speed of light farmers that never stop and ditch all team behind.
I wonder if similar discussion ran into the development board, because this is how it goes in my mind:
Developer: Okay fellas, we have to keep market overflowing but not inflated, what are your Quality of Life measures? Designer: Uhh… Adding a death penalty to force player to play more tedious after it?
-Developer: Wow are you living in 90s? We have to encourage player to stick around more but D4 will be nothing more than player going at between WoW content just like D3. Designer: That’s… Kinda the point sire. You can’t make them stick around if they are burn out from repeating the same thing and items devaluate way fast from speedracing among the same areas.
-Developer: Who cares? They gonna play this between WoW content, we won’t have monetization on this for months at the first place until reviews came out. Designer: Community asked for a more devoted gameplay to keep players for longer times, this only happens with giving them an incentive for proper profits from item market that devaluates slower.
I’m not sure what you expected to happen in Diablo 3 but do NOT repeat it here. While initial release was a huge success, currently D3’s design integrity is a huge fad. A fast forward moving market eventually blows over, you ought to slow the player down for market flow in a way and bound them with the community instead of pushing them to play like loners in an online game.
A corpse run to regain any lost experience, no more than 10 upon death, and10% loss in gold. No need to be “penalized” to the point it discourages people from experimenting or just playing and not being good.