Drowning deaths are out of line with current death mechanics

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

Re: Drowning deaths are out of line with current death mecha

Postby Archiplex » Thu May 20, 2021 10:49 pm

MagicManICT wrote:If I'm wrong, tell me. I avoid PvP encounters playing solo, and have never had the bad luck of getting jumped while out boating. The last time I pulled this trick was legacy, and it worked back then. As far as I'm aware, the silver for the ferryman works the same way still.

you take 10 hhp damage in ticks until you die.

you don't take the hhp damage until you're out of stamina, as you're "swimming" until then.
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Re: Drowning deaths are out of line with current death mecha

Postby VDZ » Thu May 20, 2021 10:56 pm

MagicManICT wrote:No, that's true, but you can always just jump ship and drown yourself--don't let yourself get knocked out.

Are you seriously suggesting the solution for this problem is for players to intentionally drown themselves when under attack (and hope they don't get Cleaved just as they finish drowning)?

MagicManICT wrote:Maybe it's been too long since I died in the water, but last time I drowned, I didn't KO from asphyxiation, just died. That was the beginning of last world when I overestimated the swim distance for a river with a bear or such chasing me.

Then you weren't paying attention. I'm pretty sure this has been since world 8, but when you run out of stamina while swimming you rapidly start taking HHP damage (on a new character it's like 20 HHP per second or so? It happens in ticks of ~10 on a new character and they happen roughly twice a second I think) in the form of the Asphyxiation wound. I personally experienced it on day 1 this world (40 HHP, was pretty dumb of me). I'm not sure whether Silver for the Ferryman triggers on getting an Asphyxiation wound or when an Asphyxiation wound would become lethal, but I sure as hell am not going to find out by attempting it in practice while under attack - if it doesn't bring you to shore immediately you're getting hit with a Cleave at 30% HHP.

Even if it does turn out to work, it's a really dumb and counterintuitive solution. 'Drown yourself' should never be the legit safest option in any situation.
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Re: Drowning deaths are out of line with current death mecha

Postby Archiplex » Thu May 20, 2021 11:13 pm

ferryman triggers before the first wound
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Re: Drowning deaths are out of line with current death mecha

Postby Sevenless » Thu May 20, 2021 11:41 pm

Give it similar severity to being KOed in terms of % HHP damage. Make it cause a timed KO floating back up where pvpers can loot you.

There's no reason this mechanic has to be any different than current pvp KO mechanics.
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Re: Drowning deaths are out of line with current death mecha

Postby Sevenless » Fri Apr 08, 2022 11:23 pm

Since we're bumping stuff, figured I'd toss my old post into the hat about drowning.
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Re: Drowning deaths are out of line with current death mecha

Postby MadNomad » Mon Apr 11, 2022 3:36 pm

Sevenless wrote:...makes some beaver dungeons incredibly dangerous due to escape paths having deep water on them.


this is something you do not have to worry about as beaver dungeons are a thing added for not being used anyway

but speaking of water: deep water is dangerous, and anyone with a little bit of common sense knows this, just don't do dangerous things!
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Re: Drowning deaths are out of line with current death mecha

Postby WowGain » Mon Apr 11, 2022 10:26 pm

MadNomad wrote:
Sevenless wrote:...makes some beaver dungeons incredibly dangerous due to escape paths having deep water on them.


this is something you do not have to worry about as beaver dungeons are a thing added for not being used anyway

but speaking of water: deep water is dangerous, and anyone with a little bit of common sense knows this, just don't do dangerous things!

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