Ardennesss wrote:I agree with snail, having ACTIVE scents such as theft should treat you like you have rage IMO. That way there's a penalty to being scented again.
Thats actualy good idea.
Add the word 'summonable' before the word 'scents' and I could, at first glance, agree with this.
Given that attaching gear to KO'd characters is removed and death protection gets hardcoded so we don't spent the next years on iterating over nerfing every weapon that still is able to end non rage & non criminal characters.
dageir wrote:I do sympathize with Your position, but as a business model hard core perma death is hard to sell. If you are a New player and have been playing for a month and then by chance run into PvP-ers you have in practice lost 1 month of progression.
The risk of that player quitting and never become a paying customer is huge. It all depends on the goal of the developers, really.
> start playing a full sandbox hardcore game with pvp
> get killed by one of the OG pvpers
Ardennesss wrote:I agree with snail, having ACTIVE scents such as theft should treat you like you have rage IMO. That way there's a penalty to being scented again.
Ardennesss wrote:I agree with snail, having ACTIVE scents such as theft should treat you like you have rage IMO. That way there's a penalty to being scented again.
It would be a little silly to beat an opponent in a fight, him only be KOed because he's not a criminal, then for his friend to beat you then you die because you've an active battery scent on you.
I'd intentionally get KOed at the start of every fight, maybe even make alts for it...
How about a system where if you piss off a spookyboi with a b12 he can do like 60% of your HHP per hit so you've a decent chance to die if you can't adequately run away? That way punishments can be dished out based on might, not computer generated morality.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread http://www.seatribe.se/
SnuggleSnail wrote:It would be a little silly to beat an opponent in a fight, him only be KOed because he's not a criminal, then for his friend to beat you then you die because you've an active battery scent on you.
I'd intentionally get KOed at the start of every fight, maybe even make alts for it...
How about a system where if you piss off a spookyboi with a b12 he can do like 60% of your HHP per hit so you've a decent chance to die if you can't adequately run away? That way punishments can be dished out based on might, not computer generated morality.
dageir wrote:I do sympathize with Your position, but as a business model hard core perma death is hard to sell. If you are a New player and have been playing for a month and then by chance run into PvP-ers you have in practice lost 1 month of progression.
The risk of that player quitting and never become a paying customer is huge. It all depends on the goal of the developers, really.
> start playing a full sandbox hardcore game with pvp
> get killed by one of the OG pvpers
You seem set in your ways. The game has become a lot more soft core the last couple of years. From an economical point of view this is probably sound.
problem is not in accidental deaths of non-rage characters
problem is in death penalty
it is so big push-back, that most playlers won't be able to participate in pvp-actions
some at least only if they make combat-alt, but most ppl don't want to feed many characters, they want to play as one.
so game says you - if you do not know how to fight - do not go to pvp
but how you will learn it, if you first attempt will half your characters stats
so half players just won't participate in pvp actions, and world will be more empty