Incorporating death into the wound system

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

Incorporating death into the wound system

Postby Sevenless » Sun Mar 24, 2019 6:22 pm

Right now we have this eternal tug of war over permadeath and how to handle it. The biggest issue is if you die you can never catch up to where you could have been. Sure you can quest all day, but you could have done that before you died as well. We need a catchup mechanic that somehow doesn't impede your ability to advance normally, at least for the most part. Why not a wound?

Mortal's Coil: Your eyes burn, and little of this bright world makes sense. Your soul has been wrenched from the slumbering abyss.



It applies the same penalties to skills/abilities that death would beforehand except there is no penalty to INT and it is done through the "+/- system" rather than to the raw stats. Purchased skills and credo progress are left as is. Burying your corpse/skull heals the wound in the same ways the current mechanic returns lost progress.

Questing could, if we so desire, be another source of healing. Obviously ancient root shouldn't heal this wound, although we could consider having some kind of mystic related craftable that could speed up the process.

Benefits:

-Because int is untouched and all of your stats are for advancement purposes identical your character continues to gain progress just as they would, while also suffering the full impacts of death as they are currently.
-There are potentially active ways to undo death's impacts, which might help players feel more in control of the healing process and have a way to vent their frustration.
-This system does not rob the current death mechanics of any depth or features assuming healing time is tuned appropriately.
-If desired, this could still be done through the inherit system, meaning we keep the whole new name/new hearthling concept intact.

Unaddressed:
-There's no where in this addition to help late joiners catch up to world current.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Incorporating death into the wound system

Postby Vigilance » Sun Mar 24, 2019 6:47 pm

so instead of dying, you get sent to the character creation room or something with this wound?

a casual's paradise, the giga-concussion. it's worthwhile to figure out if the game in general needs to be softer or harder on death/catchup, but i wouldn't be fundamentally opposed to this as a softcore replacement to death. i'm just not sure if we need this, since i wouldn't agree with death being soft on PvP in this case, and in PvE this is too harsh to start applying in any case of knockout-by-catastrophe (ie, animals "killing" you as is being discussed here (but of course softer than flat-out death)

so, softer death/catchup mechanics, to appeal to a wider audience, or maintain a super niche and undesirable gameplay, as we had? i'm not sure where i stand on that.
Image
"Tosak gets the guys undressed faster than their girlfriends can." -NaoWhut
http://i.imgur.com/5cQiL.png http://i.imgur.com/lYyAA.png
User avatar
Vigilance
 
Posts: 3561
Joined: Fri May 21, 2010 9:30 pm
Location: fog of irrelevancy

Re: Incorporating death into the wound system

Postby Sevenless » Sun Mar 24, 2019 6:51 pm

Is it softer if the wound takes 3 months to heal? However you want to tune that it can be soft or hard.

I honestly feel like this would be most impactful for high end PvP characters trying to maintain world best, while PvE players would be impacted by death more or less the same as now. Death would still be a pain in the ass to recover from, but it wouldn't rob you of the potential gains you could have made during that time. Which matters jack all to most PvE players I know of tbh.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Incorporating death into the wound system

Postby vnsmirnov » Sun Mar 24, 2019 6:59 pm

You can sell the Resurrection Token. $ 200 and in 10 real days the body is resurrected as a zombie. Keeping stats. With intelligence 1.
User avatar
vnsmirnov
 
Posts: 60
Joined: Sun Nov 24, 2013 6:19 pm

Re: Incorporating death into the wound system

Postby shubla » Sun Mar 24, 2019 7:54 pm

"I never catch up" is the worst reason not to play the game.
There will always be that russian who has bot to farm q1000 carrots while your carrots are only q600. Even if you played the game non stop from day 0
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Incorporating death into the wound system

Postby Sevenless » Sun Mar 24, 2019 9:23 pm

shubla wrote:"I never catch up" is the worst reason not to play the game.
There will always be that russian who has bot to farm q1000 carrots while your carrots are only q600. Even if you played the game non stop from day 0


To be fair, the illusion of it works just fine.

We're in a constructed environment, it wouldn't be the only intentional psychological manipulation.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Incorporating death into the wound system

Postby Aceb » Sun Mar 24, 2019 9:30 pm

Not sure if this wouldn't make things confusing?
A quest for a hat. - W10
Image
Haven't spawned yet
User avatar
Aceb
 
Posts: 1830
Joined: Wed Jun 16, 2010 2:34 pm

Re: Incorporating death into the wound system

Postby Sevenless » Sun Mar 24, 2019 11:46 pm

Aceb wrote:Not sure if this wouldn't make things confusing?


I'm starting to think maybe I'm just bad at explaining.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Incorporating death into the wound system

Postby Lojka » Mon Mar 25, 2019 5:58 am

it won't be too much confusin, because it will be written on the wound, like:

Code: Select all
Death's door -30

You was nearly killed!
Heals natturaly 1hhp / day

masonry -30
agility -30
...

Ways to heal:
pray to gods
do quest line
...


it is still better than current system
User avatar
Lojka
 
Posts: 264
Joined: Sat Jan 21, 2012 10:02 am


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Semrush [Bot] and 2 guests