I’m just curious as to what Blizzards official definition of a “checkpoint” is in any D4 dungeon?
A checkpoint assumes two things:
- Something must be accomplished to cause a person to spawn at a place other than the entrance of the dungeon.
- A player will die requiring them to spawn.
So, I gotta ask: “Why does the game spawn me back at the entrance of the dungeon if the dungeon boss kills me?”
Somehow, I don’t think that is “working as intended.”
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It really is the only consequence from dying in a dungon but to be fair its only a 10-15 second inconvenience when you have + movement speed. D1 if you died your item dropped. Others could take them or if you couldnt get to your body you lost everything. D2 you lost xp. D3 repair cost which became irrelevant.
Games need consequences for dying.
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Consequences, I can understand.
However, we are supposed to spawn at a “checkpoint.”
The point of the post is that the function is not working properly.
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agreed, but time is a critical fail… it should be XP like D2. say 10 % of level, but if you “make it back to were you died at” you get 50 % of the lost XP back, so you gotta win against the thing that killed you kind of thing…
they do also have a limit on NM dungeons a death count, but that only factors in when you overshot your ability and tried to jump levels to fast
should also limit the ability to De-level with lost XP also.
but then again they would have polish more of the RISK VS REWARD that missing from this game, otherwise no would go past NM70s till they hit level 100
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i think its specific to the dungeon, as it only happens on a few of them. report the dungeon and where you died and where you respawned at to help give better feedback ?? maybe they will check and see if they goofed with the checkpoint respawn spot on that dungeon
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I emphatically agree. This is something missing from many modern games. I think D4 would do well to implement more risk vs reward. The lack of any risk and giving of all the rewards is belittling achievement and accomplishment in games. Including this one. I won’t hash it all out again without cause in this discussion as examples have been stated repeatedly on these forums.
I think any of the systems you mentioned from previous Diablo games would benefit it greatly. I play hardcore for this very reason. Without the risk I simply do not enjoy the reward. In my opinion, while the level of risk is debatable, its presence and the role of risk as the obstacle to achievement is not.
Less meaningful rewards leave the player feeling more unhappy with the sunk cost of time given to achieve those rewards. It is not just rarity that matters. The process of obtaining the thing should be achievement as well.
The checkpoint system OP is talking about is one example. It does not take the system far enough to create anything more than a minor annoyance. Giving checkpoints safeguards your gameplay by breaking the overall dungeon completion up into smaller bites. Progressing through the dungeon means nothing until you get to the boss. There is nothing accomplished until that point. You are stacking time spent to progress as the risk for completing the boss encounter. The checkpoint invalidates the experience by making the accomplishment too small and therefore too easy to get to the next progression marker towards completion.
A better system would be the opposite of what you propose. Respawn the dungeon mobs and give a death penalty that makes you want to fight to get to your body again or leave and pay the cost of losing whatever it is death took from you.
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While I agree with the spirit of this post, OP should know that this will only become troll-bait.
try hardcore and you wont have this issue
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Y’all play early WoW, and when you died you’d spawn at the closest GY, which could be 3 zones away, and you had a speed gimped ghost form to do it with!
Can you imagine dying in an NMD and having to slow walk across the entire D4 map, just to get back to the dungeon entrance?
That’s what it was like back in the day with WoW.
Of no importance I know, just a funny reflection on times gone by.
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Each dungeon should have 2 easy to understand checkpoints.
1 half way point you do the lever thing or survive attack for 30s or whatever it is
2 boss at end
Yes, this checkpoint spawning system is dumb.
If they want us to spawn at the entrance, that’s fine as long as it’s consistent. Or they can spawn me in town (probably more annoying) but just make it consistent.
If everyone expects that they will spawn in town when they die (or any consistent point) this issue of spawning at random checkpoints won’t be something we’ll notice.
Yes, it’s easy to say DON’T DIE, but it’s easier if you just don’t play the game. If you don’t die, you don’t spawn again. But you still have to think about it, so just don’t play at all.
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