ArgentRhapsody wrote:holy shit.
I'm thinking that perhaps to prevent instagibbing of newbies, you can have an invisible buff that makes it impossible to be reduced to less than 1% HHP so long as your hearth on knockout timer isn't on cooldown?
Sevenless wrote:Alt wars ... spamming alts
ctopolon3 wrote:Sevenless wrote:Alt wars ... spamming alts
mb problem is in ALTs ? dont need fix game machanic, need fix Alt spamming
permadeath is so scary when u have miner, crafter, warrior x2, farmer, scout, trader
Removing permadeath
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.
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.
) On death the character respawns 15 minutes later naked and without LP at the HF - but with Kin list, map, discoveries, skills, attributes & abilities it had when dying. Also with a wound that gives a 100% debuff to the latter two and will take a relevant time (like 4 ingame weeks / ~9-10 RL days) to heal (so the debuff reduces with time), no remedy available and windblown leafs won't work on it. The only difference to teleporting to HF is the added wound, unspent LP and stomach contents be gone, and a corpse left behind now holding all the gear and inventory the character had. Skulls only contain the LP gathered since last respawn, Burying the corpse might reduce the wound
loftar wrote:I'm quite open to ideas that would mitigate those objections
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