Sholom wrote:+1
To people saying it makes people quit, kills the game or affects population negatevely in other ways: playercount hasn't really changed since it was a thing. You get same 900-1000 at the world start slowly declining and coming back to the 150-200 when world is very mature.
So what did we really gain from permadeath being "removed"?
Aceb wrote:Sholom wrote:+1
To people saying it makes people quit, kills the game or affects population negatevely in other ways: playercount hasn't really changed since it was a thing. You get same 900-1000 at the world start slowly declining and coming back to the 150-200 when world is very mature.
So what did we really gain from permadeath being "removed"?
It does in fact make people quit and I remember before K.O mechanic, servers had that 50-100 less player base in comparison.
+ many people didn't leave their base without alt meta.
The main reason behind is that we are much the same players going over and over, while permadeath had it charm few years ago, now, it makes You hate it, since You have the same amount of time to work it out.
Pan_w_okularach wrote:1. A visual clue indicating whether a character has Rage or not, like an evil smile on their face or something. Optional: can only be seen by other people with Rage
jorb wrote:Granger wrote:Simple solution: buying Rage disables KO for that character. These who want more dying can buy it, these who don't skip it like they already do...
Off the cuff, and without too much thought, I really like this idea. Will certainly consider.
Anyone can feel free to throw arguments against it if they have them.
SnuggleSnail wrote:It wouldn't really protect nabs that chose not to get rage, because in like 2 months most of the hardcore nerds are going to have rage alts that they could reasonably kill peasants on.
It would mean archers with rage could shoot at people without rage, and not cause aggro until they hit(or almost hit, I guess), which is pretty significant considering the amount of damage archers do. Archers with rage could also be baited into aggroing characters without rage during fights.
Pan_w_okularach wrote:On a second thought, there's a few adjustments. First of, the permadeath chars should just be stripped of the ability to teleport home on KO not die on KO cause that's dumb. There have been too many times I was accidently KO'ed by my dumb friends or due to bugs. And what if I want to just KO someone without killing them?
[...] I propose:
1. A visual clue indicating whether a character has Rage or not, like an evil smile on their face or something. Optional: can only be seen by other people with Rage
2. Make Rage only take effect after some time since it was purchased, preferably longer than it usually takes for a fight to play out, ~1 hour real life time.
ZantetsukenX wrote:But the whole point is that the peasants would not die unless they also had rage. Yes, they'd still get knocked out, but the point is they don't lose their character. Who cares if a person makes a rage alt and knocks out a non-rage character? It sucks for the KO'd person, but not as much as perma death. You have 4 scenarios basically:
1. Rage Person (R1) attacks Rage person (R2) and wins > R2 is permanently killed as a result.
2. Rage Person (R1) attacks Rage person (R2) and loses > R1 is permanently killed as a result.
3. Rage Person (R1) attacks non-Rage person (N1) and wins > N1 is knocked out and teleports home.
4. Rage Person (R1) attacks non-rage person (N1) and loses > R1 is permanently killed.
ZantetsukenX wrote: All three people in these scenarios face the same risk of being attacked when out in the wild, the only difference is if they permanently die or not depending on if they took rage. But there's a cost to not dying permanently in that you can't attack anyone unless previously attacked. Meaning if you want revenge (because someone stole something) then you have to buy rage which opens up you to perma-death. A side benefit of this setup would be that it could allow for a proper bounty system to be introduced in that if you want revenge on someone, but don't want to buy rage, you could pay to have a rage person kill/KO them for you. Or you spend hours building up a rage alt yourself to do the deed.
3. Rage Person (R1) attacks non-Rage person (N1) and wins > N1 is knocked out and teleports home.
falinix wrote:...also any system further encouraging "alt-play" is just plain stupid. imo alts are just stupid...
falinix wrote:...main/crafter never leaves base...
Users browsing this forum: Ahrefs [Bot] and 6 guests