ven wrote:I don't see how this is any less permadeath than the reimplementation of inheritance, einherjer, and state funerals. It's not like noobs won't be killed or that there will be no consequence in being reckless with your characters.
If we've already reached this point, I think it's worth testing it out until the end of the world.
The difference between what haven calls permadeath and non-permadeath is whether or not there is uncapped loss potential from combat. Every day you grow your character, 55% of that is risked each time you walk outside. In non-permadeath, the penalty is either fixed or based around a scaling attribute you choose whether or not to raise. This gives you agency over your risk level, which haven currently lacks outside using alts.
The devil is entirely in the details on how this proposed system works, and I'd still rather see a tweaked wound system take over permadeath's position entirely right now. But if this is implemented in such a way that you can never be instakilled from full mhp, it gives you the option to avoid permadeath entirely by healing your wounds before venturing into unsafe areas. If it's implemented as is, it'll just be mostly permadeath since it's pretty easy to arrange a large finishing strike that will instakill someone according to a couple comments in this thread.
Honestly, I think we've seen enough support from the community at this point that we should be talking about testing non-permadeath with full loot. The system proposed is like dipping toes into the water of non-permadeath, but still has some notable drawbacks due to it being only partially implemented. It's a decision that can be reversed if it "ruins the game" somehow, but I have a feeling for the most part it'll be a neutral impact outside making pvp potentially more common. Wounds are still a powerful punishment and can be tweaked to keep the general respect for pvp/animals in place.
Nooby's comments
I like the idea of implementing an active option for LP grind, but I also really like the current balance of curio production as a resource use and would be concerned about upsetting it. Would buffing quest rewards, or potentially allowing you to somehow influence which reward you get, work to the same effect? If you could influence quests to usually give LP, it'd be amazing early game. If you could influence quests to give XP/hunger, it'd be great lategame. You'd hopefully have players of all development levels doing quests but for different rewards.
As for combat, that used to exist with movement combat. Certainly a holy grail to balance the value of stats vs the value of player skill in combat. I'm not going to pretend I know how to fix combat though
Both avenues of discussion are pretty neat ideas though, do agree.