When i accumulate character experience i can get new level.
New level is a new possibilities (new skills) and it gives gladness to players.
The game is based on this gladness. When the game realizes death penalty then it kills my gladness since i will not get new level in right time. I am convinced that death penalty is unnatural. Death penalty worsens my mood and makes me unhappy.
Monster’s health restoration after character killing is enough meassure to stimulate the player not to die.
I want to not be allowed to kill the monsters. I feel bad afterwards. Can you make it more like we pretend to fight each other without hurting, like Tom&Jerry?
Ha-ha. I do see that there is no any well-thought-out counter argument - just childish silliness.
All of you will never understand the unnaturalness of death penalty.
Do you think anything in Grim Dawn is natural to begin with?
Do you think dying and resurrecting in town in natural? I wish that could have happened to my dad, but he choose to play HC
The death penaltiy in GD is actually negligible and could be removed. Not sure if restoring some of the lost XP is the right motivation to resume the fight.
When we discussed this with medierra ages ago, he mainly wanted people to evaluate their approach and adjust their strategy.
I personally think death should be some kind of resource in a game (not necessarily GD) - e.g.:
You become a ghost and need to resolve a task before you can be revived. (In WoW there is a quest you can only get, when you walk with your ghost to your body.)
No please this was the most annoying shit for my one and only playthrough of WoW.
In all seriousness death penalties don’t matter and I imagine it’s another “archaic” design that we’ll eventually see phased out of existence in a few years. In GW2, there was the death penalty of equipment degradation that had to be repaired for a fee. Your equipment still degrades to this day, but repairing it has since been made free. So…there’s not really a penalty for dying once, only if you die several times and your equipment “breaks” (by which point its still free to repair it, but you lose its stat bonuses until you do).
Even then item durability like that is one such thing I’m very happy to see missing from GD, and I know I’m not alone. In Force Gaming’s Grim Dawn: A Pleasant Surprise! he praises the game for getting rid of such trivial monotonous tasks as needing to go back to town and hit a button to repair ones equipment; another old, archaic thing from the days of Diablo.
I can’t speak to the “death penalty makes me feel bad” but dying in and of itself ought to suffice in that regard.
even in softcore, death gives you the penalties of:
-ashamed of your mistake
-bosses regenerating health
-wasting your time getting back to where you die
-losing your progress in the current roguelike dungeon
imo wasting your time (and life) with gameover screen and getting back to where you die is the harshest penalties a game could provide, since gameover screen is present in almost every game. however, the gameover screen is not a waste of time if you learn great lesson from that defeat.
though… i’m kinda confused by what op says about death giving you the unnatural stimulation to… avoid dying . its obviously a natural stimulation.