Lose about a quarter of the carried loot on death, never the worn gear
A death penalty has to hurt enough to matter and not so much that players quit. Taking a share of the value is fairer than taking random whole items, but stacks, quest items and a single precious find make that harder than it sounds. This entry takes exactly what it should.
Why this works
A penalty works when the player can see it coming and feel it as fair. Measuring the loss as a share of value rather than as whole items evens out the sting, and sparing what is worn or vital keeps one death from ruining a run.
When not to use it
Don't take loot at all in a game for relaxed or young players, or one with very long stretches between saves, where a loss feels cruel. Choose a mild cost instead, such as a walk back or a small fee, and keep the belongings.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 20 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Lose about a quarter of the carried loot on death, never the worn gear" (read_entry dying-costs-a-share-of-the-carried-loot-not-everything) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP