About permadeath

Thoughts on the further development of Haven & Hearth? Feel free to opine!

About permadeath

Postby lacucaracha » Thu Jun 21, 2018 4:25 am

One of the most unique thing about HnH always was the harsh permanent death system. Its been a while since it isnt anymore, and with that, characters and mostly fighters are getting way too much OP, and new players cant even think of PvP cause it would mean instadeath(or not, cause there are no more deaths)(but basically 1hit and you're out). The hearthing after you get knocked out thing is good, but i think we all agree isnt the best solution. I just thought of something that might also not be the best solution, but i think its way better than the current system, and would be pretty easy to implement.
Basically my idea is: you have X lifes, just an arbitrary number that is the same for everyone (maybe +1 for verified accs?), which is the number of times you can get KO'ed and then TP back to your HF (only counts if you get ko'ed by a player). Each time you get koed you lose a life, and when you have 0 lifes, the combat doesnt stop when you're ko'ed and you can die for real. I dont even remember getting ko'ed in my crafter/explorer, but it surely does happen with some people, but really not that much, so if you have like, 5 lifes, your character will live long enough and you probably wont care if it dies cause you can get a new one quickly. But for fighters, that get ko'ed daily (i really dont know the frequency) or every time there is a fight, there would be a huge difference, and people would start dying again.

Other system i thought but this one i dont like it a lot and i think most people also wont, but it would be making 2 types of characters: fighters and non fighters. Non fighters cant start a fight (maybe cant fight back at all)(PvP only), but also cant die(only on the same ways as now), and fighters can die as always.
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Re: About permadeath

Postby Aceb » Thu Jun 21, 2018 6:36 am

Idea isn't bad but meh, I would rather have a chance where You can die from well timed attack (does it take some skill or coordination?) than just had flat lives that can get depleted quick enuff.

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Re: About permadeath

Postby lacucaracha » Thu Jun 21, 2018 6:41 am

Aceb wrote:Idea isn't bad but meh, I would rather have a chance where You can die from well timed attack (does it take some skill or coordination?) than just had flat lives that can get depleted quick enuff.

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Like i said, isnt the best idea ever, but its easy to implement and its better (in my opinion) than the current system.
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Re: About permadeath

Postby Ardennesss » Thu Jun 21, 2018 11:29 am

Aceb wrote:Idea isn't bad but meh, I would rather have a chance where You can die from well timed attack (does it take some skill or coordination?) than just had flat lives that can get depleted quick enuff.


This is already how combat works currently..
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Re: About permadeath

Postby azrid » Thu Jun 21, 2018 12:23 pm

lacucaracha wrote:harsh permanent death system

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Re: About permadeath

Postby loskierek » Thu Jun 21, 2018 1:10 pm

Tbh the lack of death made this world boring to me within a month. There is no urgency to avoid danger nor are there any huge consequences when koed, maybe within first day it would be a nuisance as medicine is scarce
Bring death back to hafen.
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Re: About permadeath

Postby » Thu Jun 21, 2018 2:01 pm

loskierek wrote:Tbh the lack of death made this world boring to me within a month. There is no urgency to avoid danger nor are there any huge consequences when koed, maybe within first day it would be a nuisance as medicine is scarce
Bring death back to hafen.


Personally, I don't like the KO-only mechanic, at least not consciously. The harshness of permadeath, preferably with a complete loss of stats/abilities, makes all activities in the hearthlands that much more significant. I say this as someone who's only alive because of the KO mechanic, though. Who knows how it's affected my behavior, and whether, in practice, I would have stayed if I had died.

I liked the prayers-to-the-ancestors type stuff, and inheriting property, since those seemed realistic. But I don't like inheriting stats and the mysteriously-you-can't-kick-someone-once-they're-KO'ed. Death doesn't need to be and shouldn't be "softened"; newbies don't need a helping hand and a soft world, they need an inspiring and meaningful world and a chance to try to prove themselves against it. Permadeath is one of those things, like betrayal in trading and a permanent world, that creates a meaningful experience.

Another way to handle permadeath, instead, maybe: allow us to invest in child-hearthlings.
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Re: About permadeath

Postby Aceb » Thu Jun 21, 2018 4:04 pm

Make a smaller map, with a lot more dungeons with far more better loot like localized resources. Everyone knows You can't escape from gank / fight from there so death is something to be expected there. ¦]
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Re: About permadeath

Postby shubla » Thu Jun 21, 2018 9:05 pm

azrid wrote:
lacucaracha wrote:harsh permanent death system

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Legacy players are closeted carebears.

You cropped the penalties that you get from full tradition away. (if you had full tradition, you earned next to none lp from studying curiosities)
Basically only fighters that were ready to die had full tradition. Most people were on full change all the time, because of the LA bonus.
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Re: About permadeath

Postby azrid » Thu Jun 21, 2018 10:11 pm

You could change the slider back and forth though.
There was also family heirloom that gave +2 trad.
It wasn't very punishing.
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