George Black wrote: » I dont know if we can measure how often is normal.
Ravudha wrote: » Instead of thinking about how often the content makes players die, I think it's more important that the cause of death provide the necessary feedback for players to learn from dying and get better. That way, players can think of death as something manageable and within their control rather.
Experience debt (negative experience).[4] Skill and stat dampening.[3] Lower health and mana.[3] Lower gear proficiency.[3] Reduction in drop rates from monsters.[5] Durability loss.[3] Dropping a percentage of carried gatherables and processed goods.[6][3] This includes a percentage of items carried on the player's mule.[7] This also includes a percentage of the certificates a player is carrying.[8]
Khronus wrote: » I'm assuming dying ever in PVE (not counting raiding) would be unacceptable imo. If they make the content too difficult, I will go off the rails pk'ing you all at the right moment. I enjoy Escape from tarkov and hunt showdown for this reason haha.
Leiloni wrote: » I think you also need to consider the current death penalties, which are rather harsh. You're not supposed to be dying too often in PvE and the death penalties serve as an incentive to be careful and avoid it. They also serve as an incentive to fight back in a PvP fight to reduce penalties since you're more likely to die in PvP vs PvE.