loftar wrote:wonder-ass wrote:its already proven that death is very bad for the games player count w11 has proven this.
It has? How?
Well people do quit very often after dying when the world is already a bit old because they know it would have a looot of time to catch up after death, maybe you aren't aware of that but many of the experienced players just quit and wait for next world after dying, that's why I'd be nice if you'd consider my idea
Ozzy123 wrote:What about this : make it so that animals can randomly finish you off like it used to be, make the ward only increase your chances of surviving, make it cost way more numens, make it do nothing for PVP
For pvp : Full KO protection, not being able to kill someone when he is KO'ed BUT make wounds take more off your HHP and make them easier to heal (unable to heal with combat relations active), so that you can still get 2-3 cleaves and then die in the end after a big hit, remove concussion RNG so attackers can also assume your total hp and calculate when to deal the big hit, I think that'd result with people sometimes dying, sometimes surviving both for PVE and PVP scenarios.
wonder-ass wrote:
the difference is that no one will ever die and nobody will ever be able to get skulls from big bois.
I don't think it would feel rewarding for the killer if he knew that the guy lost literally nothing, it only feels rewarding because you know it will take him weeks to catch up.