by vatas » Sun Apr 28, 2024 10:30 am
I think some changes to Legacy permadeath were absolutely necessary. "Survivability onion" or the like for a new player that isn't directly recruited to an existing village:
1) No Palisade.
Hope nobody with Rage/Murder finds you, because they likely can just club you to death like a baby seal (kind of defeatist, but chances are the attacker is carrying more water, especially if he is after some seal clubbing specifically.)
2) Palisade, but no Brick Wall yet.
Hope nobody who can palibash finds you during the time it takes to acquire brickwall materials.
3) Brick Wall.
Any time you dare venture outside, there is a risk that someone much more prepared for a PvP encounter attacks and permakills you.
==PROBLEM WITH JORB CHANGES==
Like Snail already pointed out, key operative word is probably "convoluted." There are so many factors involved, many of them outright counter-intuitive. The simplest example is that you're being chased by someone with two-handed axe, and your escape route is blocked by a deep river. So obviously you should just swim across? Using that kind of common sense in this particular scenario gets you killed with almost 100% certainty. All the axeman needs to do is to use a big attack during the swim, and your character is stuck drowning to death.
"Well, he has a massive axe, he would kill me anyway?" NOPE, that is where "KO protection" comes in. If attacker fails to land a hit that directly kills target (only KO), game doesn't let the target be hit anymore (can still be looted) and unless they actively change the KO Window from "Travel back to your hearth fire" to "Remain in place" they will teleport to safety (assuming their HF location is secure, which it should be.) This does NOT work while in deep water, because Jorb insists that Deep Water should be dangerous (honestly he kind of has a point, but it is far too easy to drown people -other way is to KO person in a boat, then bash the boat, game only registers Assault and Battery instead of murder despite direct causality between attack and target drowning. Not sure if people care but aside from making the KO 100% lethal, scent timer is also reduced from 8d8h to 2d16h)
And to reiterate the "convoluted" -aspect, you also need to check your equipment screen immediately after waking up - the attacker may have put leeches on you, that will KO you again since you are at 1 SHP, and leech KO is as severe as any other KO (I once got into an argument about this, someone insisted that of course you get Concussion if you faint from blood loss and hit your head on the way down. My only recourse was to complain that my character got up and went down again before he could even finish the animation (in-game logic: Hearthling gets up instead of removing leeches that he should be aware caused him to go down; game design logic: something like a one-second window to act before another leech bites.)
==MY UNDERSTANDING OF THE FACTIONBOI PERSPECTIVE==
Jorb has managed to create a system where it is easy to permakill random hermits and sprucecaps, but because all the convoluted ways he has applied, in hopes of them not dying, also apply to factionbois - you can't actually kill people in faction PvP. There's a separate argument that this is a good thing because otherwise there would be a snowball effect of one faction winning fights and having to fight weaker opponents next time, because they're still in processs o rebuilding their characters. Also, their equipment was most likely looted (it is common practice to drop everything on a character to the ground after KO even if you don't need any of the gear yourself, just to deny them from the target.)
==CAN THIS BE SOLVED?==
Dunno, most "simple" solutions tend to be about just adding in more "convolution."