Death Dealer: Experience Loss or Experience Debt

Penalty upon death hasn’t evolved much since the mmogs of yore, some current concepts include shared death penalties and a debt system where experience loss will stack after multiple deaths. Most death penalties I’ve come across and read about usually revolve around experience points and hindering that player for a short time from advancing forward in experience points. More and more current mmogs are utilizing experience debt that stacks when players die multiple times over the quick one-two punch of direct experience loss. While debt and loss are similar on the surface, the two penalties are very different from one another. The different is hidden in the layers, particularly how players perceive between the two penalties.

I’ve recently read several threads on different forums discussing both penalties. Nothing new, this topic is discussed frequently on various forums, so it’s my turn to fuel the fodder

Players are willing to take larger risks with the penalty of experience debt, until their experience debt starts stacking after multiple deaths. After the penalty normal experience is still progressing players basically have two experience bars now, the first bar is already enough, two bars is downright annoying, especially if this second bar happens to be red and visible to the player. I actually find experience debt more annoying than loss, but the repercussions from loss are far more detrimental on the playing experience.

A lot of recent opinions on a gameplay forum favored direct experience loss because of the chance for level loss, this is reasoning for admiring loss is all kinds of stupid. Over 300 days played in Everquest and over 50 days while guiding and level loss wasn’t much of an issue, after you built up a small amount of experience as a barrier losing your level was unlikely and in most cases only happened in the most dire circumstances like failed attempts when breaking the Plane of Fear.

Direct experience loss does more harm than good and a lot of players and even some developers don’t understand how this one penalty ruins the potential playing experience of thousands of gamers. A lot of more hardcore players who want a challenging environment thus they appreciate a stiff death penalty. Some believe the perception from a harsher penalty will encourage players to avoid death at all costs. This is true, but a lot of these players overlook what exactly is in that cost. This is a simple cause of cause and effect, with a direct loss penalty a large segment of players are afraid to take any risks at all. These players will select the path of least resistance, efficiency versus risk versus time, escaping the challenge until they reach maximum level or a certain point in their progression where death doesn’t matter so much.

My strongest dislike with the concepts of experience debt and loss is the archaic nature of them, the genre needs to improve, accessibility reasons, uniqueness and most importantly innovation. If I die to another player instead of an npc in most mmogs the penalties between the two will be different, shouldn’t a more dynamic death penalty be implemented across the board? If a player dies to a forest creature, being your typical generic looking yogi the bear or bambi the lamb in their mid-levels versus dying to a unique bad ass looking monster in a dungeon shouldn’t the death penalty between the two vary? Why does the penalty have to be so fucking static. Also, I can’t forget or leave out the shiny lewtz, what about balancing different death penalties on some encounters versus their rewards.

I’ve witnessed several developers claim a death penalty is supposed to be about punishing the player for their action, even the more lighter penalties do this with corpse runs. Developers must balance out the equilibrium between life and death and experience loss is the most natural and easiest method. The goal of the penalty is to ultimately hinder character progression for an allotment of time. This same concept can be implemented without loss or debt, if these are the only two options I would prefer another implementation where I am losing a certain percent of experience for a certain duration.

If a player dies, depending on the area, they will receive a certain percentage of loss on the experience points they earn for a certain amount of time. Players aren’t earning as much experience as they could be and the experience penalty isn’t permanent if the player decides to log off in disgust. It’s just like a buff, in fact, players can bypass the experience penalty by participating in other activities instead. Players will still feel rewarded for staying alive and yet the punishment surrounding experience gain remains.

Another reason I would prefer a duration loss of some kind also takes into account other reasons. I’m barely scratching the surface, but for example one reason why I would prefer a duration over loss and debt is certain classes die more than others in different scenarious, in particular tanks, pullers and healers. Why should they be harshly punished for learning new encounters, why should the pullers die more than others, why are they forced to grind on their own time to make up for the learning process. Developers need to move the fuck on from the past, it is time to evolve from this stupid bullshit us players have been putting up with for the last decade.

Less players will stay in safe areas to avoid the risk of harsher penalties. The playing experience can still contain a myriad of challenging elements which encourage players to partake in risk instead of detering challenging gameplay. Avoiding death isn’t a challenge for these players, the touted player skills do not enhance if they hunt in areas where the chance of death is minimal. Players who prefer being kicked in the nuts won’t be satisfied with this penalty, but the game can still be challenging depending on the other systems and this death penalty isn’t much different than loss or debt, the concept is the same, albeit it doesn’t leave that stain you log off. Players could have both harsh and light penalties in a more dynamic penalty system.


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