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Thread: Repercussions for Death, and Careful Play Incentives

  1. #1

    Repercussions for Death, and Careful Play Incentives

    Right now, it seems that the only repercussion for death is a lower amount of Gold.

    Perhaps there could be a better incentive to do better in the dungeons. A better reward for no damage taken, or dungeon completed in a certain amount of time?

    What about, after completing a dungeon on hard, you could 'gamble' some resources to play it a third (and successive) times? When you gamble, there will be an increase in the amount of traps and creatures based on the amount of gold you gambled. That way, high bets result in much harder dungeons.

    What about a some other repercussion for death like retiring that class for a round? You would have to complete the dungeon with a different class while the previous attempt recuperates.

  2. #2
    Administrator Unormal's Avatar
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    What if we simplified the idea of basic play-rewards, perhaps some basic "achievements" with static bonus rewards:

    Won with no damage: +50 gold
    etc...

  3. #3
    Administrator Unormal's Avatar
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    Full clear (killed every enemy): +1 jewel

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    Administrator Unormal's Avatar
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    and only if you complete the dungeon, so no bonus objectives if you die, but you keep all the resources you collect. I like everything being additive, I don't want to penalize you for dying, strictly, but I'm ok withholding additional rewards. (Though mathematically it's similar, in terms of how it feels to the player I think it's a big difference.)

  5. #5
    Quote Originally Posted by Unormal View Post
    and only if you complete the dungeon, so no bonus objectives if you die, but you keep all the resources you collect. I like everything being additive, I don't want to penalize you for dying, strictly, but I'm ok withholding additional rewards. (Though mathematically it's similar, in terms of how it feels to the player I think it's a big difference.)
    That's a good point. I like the idea of bonus rewards for skill based achievements.

  6. #6
    If death is penalized it should probably be like candy crush, where you have X amount of lives, and if you run out, there is a life respawn timer.

    Anyways, I like these reward/achievement ideas. A few me-too's:

    Class-specific bonuses
    Thief:
    Okie-Dokie Cloakie: Gold bonus based purely on how many turns you were able to avoid detection in a dungeon with 75% or more of its population still alive.
    Master Assassin: Didn't kill anyone aside from the last boss. Probably a gem bonus or something.
    Greedy: Found all treasure chests. Probably a gem bonus.

    Farmer:
    Mob Farmer: Killed everything (must be a level with a boss), like you implied before, only seeing as he's a farmer, he should get a special award mention. Maybe a little gold bonus to the gem?

    All I can think of for now...

  7. #7
    Administrator Unormal's Avatar
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    The idea for class-specific achievements is a good one; you could even go so far to make specific-dungeon achievements, for dungeons with unique sets of challenges.

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