loftar wrote:Removing permadeath
I just want to add that I wouldn't consider this change to constitute "removing permadeath". It's well worth noting that you'd still permadie if you reach 0 HHP, it's just that there's a longer road to that state. The fact that the only two possible outcomes of PvP encounters are win or death is something that's been bothering me since World 1, and I've always wanted to "gradate" death a bit, if only so that other outcomes exist at all. The chance of losing in PvP without dying is virtually nil right now.
If I were to present my own possible objections against this mechanic, it would be that 1) it feels a bit forced, and 2) it perhaps makes it
too hard to die instead (but keep in mind that it doesn't make it impossible to die). I'm quite open to ideas that would mitigate those objections, but I'd like to believe in the possibility that the proposed gradation of death is better than nothing at all. The fact that it also puts more weight on the wound system is also a nice thing.
One of the things that draws me to H&H is just how extremely, brutally, unforgivingly lethal PvP is. This
should have a chilling effect on PvP/griefing. I'll admit to having very little experience with combat at all beyond hunting, but the entire concept of being able to inflict meaningful losses on someone who's crossed me is extremely attractive. There's a natural political effect that occurs as a result. I fear - but do not know - that a side effect from this is that a group with a consistent win rate will eventually become untouchable as they haven't lost LP (and thus abilities) and their potential enemies are. This 'tyranny of the victor' effect is a tolerable cost of getting the highly realistic calculus of "If I lose this fight, I'm dead."
My limited PvP combat experience, however, has never involved me dying when I lost... just getting KO'd and all my stuff stolen off my body.
If HHP = 0 is not a choice a combatant makes after the fact, then that's the problem. Auto-hearthing on KO seems like it deprives the victor of his rightful spoils (says someone who's only ever lost these fights).
Changes to other game systems, like Scents, seems like a better way to go. For example: Justified homicide; AIUI, if you kill someone, you leave Murder scent, even if you tracked a murderer to his home, etc. Giving scent-holders lower costs to avenge themselves (no free kills, but like, cheaper siege equipment or not leaving a Murder scent if you kill someone who's Murder scent you hold in your inventory at the moment of death) or otherwise making minor adjustments to the victor's calculus seems just as useful to this end - changing player decisions.
For this to work, of course, underdogs need meaningful ways to fight against the current Best-On-Server. I'm not experienced enough in PvP combat to know if someone with lower Agi/UA/MC has a snowball's chance in hell in a fight. I certainly never have, but I also haven't put a lot of deep research into combat itself.