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Thread: Death Penalty

  1. #1
    Community Member
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    Dec 2009
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    Default Death Penalty

    It seems the death penalty might be bad for new player retention. The death penalty should affect the player who died and not the group. I don't use lfm for most quests under lv 8 because some players who join will just die in quest your in. Yes death can happen but why help newer players when it costs you a 10 per exp bonus on the quest. Over time that 10 percent can add up.
    Last edited by mishraif; 09-10-2013 at 09:41 AM.

  2. #2

    Default

    I don't think it matters either way, to be honest. People who won't group with new players because of the death penalty likely also won't group with new players because they're slow.

    I have no problem grouping with new players because a) I don't care about the death penalty, and b) I don't mind doing all the optionals and breaking all the barrels. People who are bothered by a) will also usually be bothered by b).

  3. #3
    Community Member
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    Default

    But ya the real reason for not wanting newer players is because you want to zerg past most of the creatures and traps to complete the quest quickly.

  4. #4
    Community Member Flavilandile's Avatar
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    Default

    The bonus for No Death is just that a Bonus.
    It was never envisioned as a penalty.
    It's the players that considers it a penalty...
    Maybe we should go back to the real death penalty system ( that did impact only the player that died ) : a penalty on the XP ( each death removed some XP ).


    Now if people won't group with other because they fear to loose that BONUS, they are better off not grouping at all.
    On G-Land : Flavilandile, Blacklock, Yaelle, Millishande, Larilandile, Gildalinde, Tenalafel, and many other...

  5. #5
    The Hatchery
    2014 & 2016 DDO Players Council
    Dandonk's Avatar
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    Default

    The 10% no-death bonus is so miniscule an amount of the total xp that I doubt it'd make any difference - but hey, I'm not against it. I just doubt it'd make any difference.

    Dungeon scaling and waiting on newer players, being slowed down, seems to me to be more likely culprits. But I'm not sure what could be done about it, as it's mostly an issue with different player groups not really playing well together.
    DDO: If a problem cannot be solved by the application of DPS, you're not applying enough.

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