Granger wrote:Permadeath in the current form leads to losing players, the older the world (and thus the character) the heavier the impact... who wants to grind back half a year?
While i understand the reasoning behind 'everything is gone' on death I feel that (claims aside) it should be cheaper to work on raising an ancestor back to old glory than it is to raise a new unrelated character to the same levels.
Maybe some rites like with the old shrine that when performed give a learning/fep buff till you reached the old stats? The idea behind this is to give incentive to keep going instead of pausing till next world.
@all: please keep in mind that not everyone is in a fraction village where only disposable alts (which are expected to die at some point, thus raised by the dozend) leave the walls, while expensive characters are just logged out on first signs of trouble... Not everyone runs multiple characters, needing them is imho in itself is a sign of bad mechanics.
Me and some other people have already suggested this idea. I recall jorb didn't like it for some reasons.
TBH, this idea is probably even more abusable for pvpers than the op idea.
Pvpers who die, will just quickly grind up those stats at 3x speed, because they have crafter alts, but hermits and people who use alts will just be plain fucked upon death, because they won't be able to grind hq curios with their crafter/forager
If something is implemented, the op idea is better imo.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy