Custom Death Penalty: Difference between revisions

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Created page with "== Custom Death Penalty == To make the server feel closer to a true low-rate experience, we have introduced a custom '''5% death penalty''', wich will be started from '''175 base level'''. This means dying has a more serious impact on your progression and makes the road to '''Level 200''' much more meaningful. We want max level to feel like a real accomplishment that requires patience, focus, and consistency. This system adds more weight to each fight and encourages..."
 
 
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This means dying has a more serious impact on your progression and makes the road to '''Level 200''' much more meaningful. We want max level to feel like a real accomplishment that requires patience, focus, and consistency.
This means dying has a more serious impact on your progression and makes the road to '''Level 200''' much more meaningful. We want max level to feel like a real accomplishment that requires patience, focus, and consistency.


This system adds more weight to each fight and encourages players to approach difficult content more carefully.
This system adds more weight to each fight and encourages players to approach difficult content more carefully. It also helps prevent abuse related to repeated deaths, where players may otherwise treat their characters carelessly and die multiple times in a row in order to obtain certain items or trigger specific mechanics more easily.


The idea is not to punish players for the sake of punishment, but to make progression more immersive, rewarding, and true to the low-rate spirit of the server.
The idea is not to punish players for the sake of punishment, but to make progression more immersive, rewarding, and true to the low-rate spirit of the server.

Latest revision as of 15:35, 27 March 2026

Custom Death Penalty

To make the server feel closer to a true low-rate experience, we have introduced a custom 5% death penalty, wich will be started from 175 base level.

This means dying has a more serious impact on your progression and makes the road to Level 200 much more meaningful. We want max level to feel like a real accomplishment that requires patience, focus, and consistency.

This system adds more weight to each fight and encourages players to approach difficult content more carefully. It also helps prevent abuse related to repeated deaths, where players may otherwise treat their characters carelessly and die multiple times in a row in order to obtain certain items or trigger specific mechanics more easily.

The idea is not to punish players for the sake of punishment, but to make progression more immersive, rewarding, and true to the low-rate spirit of the server.