Wounds and HP

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Wounds and HP

Postby Raephire » Fri Jul 17, 2009 10:39 pm

Alright, I have a new concept to deal with HP and dying. As it stands as JTG has expressed, dying is only done a few ways and all animals, even aggressive ones will not kill you.

I have an idea to make this game more exciting.

Instead of being knocked unconscious players should be injured and still be able to crawl away, but be unable to fight. They are wounded but not deadly. In this state animals may or may not attack you, A sort of play dead.

In this state you are very vulnerable, It should be then that if you are attacked afterwards you suffer bleeding damage. So

Your HP goes to zero and you start crawling. Your HHP gets knocked to 0 and you are then CRITICALLY wounded. In this state a black bar would count from 0 to your total max health. Only treatable with gauzze or magic in the future, possibly. or a campfire, to cauterize the wound. When the black bar reaches your max health you die.

In the wounded state you should not be able to log your character out.


This would make death more realistic, more intervention can be applied, struggles would be more dramatic, fights can be more drawn out. and overall, very exciting.
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Re: Wounds and HP

Postby kobnach » Fri Jul 17, 2009 10:44 pm

Raephire wrote:Alright, I have a new concept to deal with HP and dying. As it stands as JTG has expressed, dying is only done a few ways and all animals, even aggressive ones will not kill you.

I have an idea to make this game more exciting.

Instead of being knocked unconscious players should be injured and still be able to crawl away, but be unable to fight. They are wounded but not deadly. In this state animals may or may not attack you, A sort of play dead.

In this state you are very vulnerable, It should be then that if you are attacked afterwards you suffer bleeding damage. So

Your HP goes to zero and you start crawling. Your HHP gets knocked to 0 and you are then CRITICALLY wounded. In this state a black bar would count from 0 to your total max health. Only treatable with gauzze or magic in the future, possibly. or a campfire, to cauterize the wound. When the black bar reaches your max health you die.

In the wounded state you should not be able to log your character out.


This would make death more realistic, more intervention can be applied, struggles would be more dramatic, fights can be more drawn out. and overall, very exciting.


Unlike JTG, I really don't appreciate increased risk. So how about this only applying to really high level characters - and JTG's collection of alts ;-)
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Re: Wounds and HP

Postby Raephire » Fri Jul 17, 2009 10:48 pm

kobnach wrote:
Raephire wrote:Alright, I have a new concept to deal with HP and dying. As it stands as JTG has expressed, dying is only done a few ways and all animals, even aggressive ones will not kill you.

I have an idea to make this game more exciting.

Instead of being knocked unconscious players should be injured and still be able to crawl away, but be unable to fight. They are wounded but not deadly. In this state animals may or may not attack you, A sort of play dead.

In this state you are very vulnerable, It should be then that if you are attacked afterwards you suffer bleeding damage. So

Your HP goes to zero and you start crawling. Your HHP gets knocked to 0 and you are then CRITICALLY wounded. In this state a black bar would count from 0 to your total max health. Only treatable with gauzze or magic in the future, possibly. or a campfire, to cauterize the wound. When the black bar reaches your max health you die.

In the wounded state you should not be able to log your character out.


This would make death more realistic, more intervention can be applied, struggles would be more dramatic, fights can be more drawn out. and overall, very exciting.


Unlike JTG, I really don't appreciate increased risk. So how about this only applying to really high level characters - and JTG's collection of alts ;-)



Jorb and Loftar have already mentioned making animals that will permakill. Whether this is based on civilization or not has never been discussed but as it stands, the current system leaves little alternative.. My suggestion reduces risk.. Makes survivability much easier than it is right now. Instead of being knocked out, you are crawling. Reasonable.
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Re: Wounds and HP

Postby kobnach » Fri Jul 17, 2009 11:05 pm

I guess I'm not sure how reducing LP gain to 1/9 - as everyone moves from full change to full tradition - is going to make the game more exciting. About all it will do is make it take 9 times as long to catch up to the leaders - i.e. increase boring grinding.
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Re: Wounds and HP

Postby kaka » Fri Jul 17, 2009 11:21 pm

I like it.
Not sure about all the details, but overall I think it's a good idea.
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Re: Wounds and HP

Postby Pacho » Sat Jul 18, 2009 12:39 am

kobnach wrote:I guess I'm not sure how reducing LP gain to 1/9 - as everyone moves from full change to full tradition - is going to make the game more exciting. About all it will do is make it take 9 times as long to catch up to the leaders - i.e. increase boring grinding.


I doubt everyone will change to full tradition, as any change in the sliders (say, towards nature/industry) will shift it to change.
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Re: Wounds and HP

Postby Krakatoah » Sat Jul 18, 2009 1:50 am

Raephire wrote:
kobnach wrote:
Raephire wrote:Alright, I have a new concept to deal with HP and dying. As it stands as JTG has expressed, dying is only done a few ways and all animals, even aggressive ones will not kill you.

I have an idea to make this game more exciting.

Instead of being knocked unconscious players should be injured and still be able to crawl away, but be unable to fight. They are wounded but not deadly. In this state animals may or may not attack you, A sort of play dead.

In this state you are very vulnerable, It should be then that if you are attacked afterwards you suffer bleeding damage. So

Your HP goes to zero and you start crawling. Your HHP gets knocked to 0 and you are then CRITICALLY wounded. In this state a black bar would count from 0 to your total max health. Only treatable with gauzze or magic in the future, possibly. or a campfire, to cauterize the wound. When the black bar reaches your max health you die.

In the wounded state you should not be able to log your character out.


This would make death more realistic, more intervention can be applied, struggles would be more dramatic, fights can be more drawn out. and overall, very exciting.


Unlike JTG, I really don't appreciate increased risk. So how about this only applying to really high level characters - and JTG's collection of alts ;-)



Jorb and Loftar have already mentioned making animals that will permakill. Whether this is based on civilization or not has never been discussed but as it stands, the current system leaves little alternative.. My suggestion reduces risk.. Makes survivability much easier than it is right now. Instead of being knocked out, you are crawling. Reasonable.


Animals that can Permakill you should not be implemented, at all, that's only going to punish expanding out and actually fighting these things blindly, until the reincarnation system is enhanced to the point where death is not the end but more of a step of your playing time.

If you want to have animals that add some risk to fighting them in the first place beyond just knocking you out, maybe you could have them do various things to the unlucky sod they just backhanded, Like for example, eating items you might have been carrying, add injuries that would statistically handicap the character until cured, some much harder to cure than others...

If you ARE going to implement Deadly animals that can and WILL kill you, better ensure there is a way to actually escape the encounter with the animal, otherwise people are going to die because of simply exploring.
Two things are infinite: the universe and human stupidity; and I'm not sure about the universe - Albert Einstein
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Re: Wounds and HP

Postby sami1337 » Sat Jul 18, 2009 1:57 am

Devs already said perma killing animals are planned.
The ones who see things differently.

You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
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Re: Wounds and HP

Postby theTrav » Sat Jul 18, 2009 3:12 am

Krakatoah wrote:Animals that can Permakill you should not be implemented, at all, that's only going to punish expanding out and actually fighting these things blindly,

expanding and fighting blindly should be punished... It's a risky world and there should be some outside enemy to encourage players to band together.

Krakatoah wrote:If you ARE going to implement Deadly animals that can and WILL kill you, better ensure there is a way to actually escape the encounter with the animal, otherwise people are going to die because of simply exploring.

It's unlikely the dev's will make ALL animals, or even most animals perma-kill you... I'd expect it will only happen if you're charging around in mordor on your own, in which case bad you.

I'm happy for more risk to be added to the game. Oh, I also agree on your comment about reincarnation being added. that'd make the risk a lot less sharp which will make a lot of people happier
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Re: Wounds and HP

Postby Krakatoah » Sat Jul 18, 2009 4:52 am

Yeah, add in a way t make sure that permadeath doesnt translate to OH SNAP THERE GOES ALL YOUR WORK JAJAJAJAJA QQ PLZ.
Two things are infinite: the universe and human stupidity; and I'm not sure about the universe - Albert Einstein
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