death penalty is 15% cumulative. But what if using any form of resurrection lowered the death penalty automatically by 3? The effect? If a party as a whole survives a nasty battle then death penalties will be 12% (assuming 1 death per person) but if the party is wiped and they have to be rezzed at a shrine, then the death penalty will be 15%. Although what I'm proposing is a lower death penalty when revived, what it amounts to is a punishment for the whole party getting killed.
lower dp with res.
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My major peeve with the death penalty is when someone rezzes you and you quickly die again... or you get TPed to the rez shrine and a monster group is there and kills you (maybe several times if there are two mobs). I'd like a reasonable timer after rez so if you die quickly again, you don't get more of a death penalty.
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and seeing a potential exploit so quickly, with us (I assume) not being coders, would mean that the dev team would see it just as quickly and avoid leaving the loophole. For example, maybe the DP could come at res instead of at death, so that Vengeance simply doesn't give you a DP (and you get dp from next res), res at shrine gives you -15 and res by any other method gives you -10. That way, no exploit.
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Originally Posted by DrSLUGFly
and seeing a potential exploit so quickly, with us (I assume) not being coders, would mean that the dev team would see it just as quickly and avoid leaving the loophole. For example, maybe the DP could come at res instead of at death, so that Vengeance simply doesn't give you a DP (and you get dp from next res), res at shrine gives you -15 and res by any other method gives you -10. That way, no exploit.
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Although when you think about it, a 15% dp isnt THAT bad. You usually can work it off. But when you're at 45% dp, you can forget about working it off during the mission or whatnot.
Anyway, I think this is a good incentive for at least one member of the party to survive, and go back to res everyone.
