[Suggestion] Death penalty design change
" no you lose 10 levels because thats what you gained in that particular map...yeah that's better |
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" I dont understand why are people suggesting this ? How exactly this is different than current implementation. I dont care about losing xp when i am at 0-10% exp in current implementation. Losing xp multiple times close to 100% is annoying in current implementation as well as this quoted suggestion. Either you do not understand what you are +1'ing or this is some troll posting. ___ Hoo there wanderer... แก้ไขล่าสุดโดย Henide#3803 เมื่อ 19 ก.ย. 2025 19:45:15
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" Do you perhaps mean this in a completely opposite way ? Anyway, this to me looks like something much more complex and harder to translate into an easily readable game mechanic ingame. Rathar than a simple 10% penalty from which you have to crawl out before getting a risk of being penalised again. ___ Hoo there wanderer... แก้ไขล่าสุดโดย Henide#3803 เมื่อ 19 ก.ย. 2025 19:47:01
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The simplest solution here is to have XP you earn during a map be stored instead of immediately granted, and it's all granted at once upon completion. That way you still "lose XP" if you fail the map, but since it never hit your XP bar in the first place and you never see that XP bar go backwards it shouldn't feel as bad.
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" If you made 2 levels in a map, then it's heavily juiced. Dying there might be your own fault if you overestimate your survivability. Furthermore: If you do 2 levels in a map, then I don't see any problem with progression anyway. The maps I play usually give me around 10% at lvl 90. So dying there 2-3 times would make me lose potentially 3 map runs of experience. Personaly? I dont mind. I rarely die, but usually because I play it safe. But I still dont mind the exp penalty going down. And I think losing the exp your earned on that specific map would be a good solution. |
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