NOOBY93 wrote:nvm I assumed you were implying it's childish babble to imply that Dis said "i suck at combat therefore im not going"
I said it was just a stupid excuse.
NOOBY93 wrote:nvm I assumed you were implying it's childish babble to imply that Dis said "i suck at combat therefore im not going"
Sollar wrote:I welcome the KO>hearthfire with a full loot option, and some wounds to make sure the KO'd character can't just jump on back into the middle of the action. Implement this, reset the world and watch the playerbase
Jalpha wrote:I believe in my interpretation of things.
Sevenless wrote:ChildhoodObesity wrote:i think if you guys were to do this you should only make it a thing for chars under a certain stat limit say like under 100-200ua and some combat attributes or something. also a lot of the people dying in combat now dont even get koed they jsut die immediately and this would remain the case for almost all nab kills unfortunately!!!
ALSO i think that they should be ported back to their hearth fire completely NAKED and all curios/equipment/inventory should be dropped on the ground where they were koed and remain there for a certain period of time
GR8 UPD8
I'm actually kind of surprised you're on board with changing away from hard permadeath. But yes, most certainly if any form of "not permadeath" happens, full loot seems perfectly appropriate for haven. +1
~
I support this development, but as I've raised in C&I recently, I also feel like we could replace permadeath with a tweaked wounding system + full loot to have a similar adrenaline/rush. But without risking an ever mounting amount of effort put into a character, and rather a fixed recovery effort/time via the wound.
I'm glad other people are willing to raise this point, since it's typically something I find as an opinion in players who play the game but aren't visible on the forums.
Josemite wrote:Keep looting of some degree to make PvP still rewarding but make it something that doesn't permanently set back players.
Josemite wrote:Have some ability to delay respawning so you can't get HF camped.
Josemite wrote:Have the wounds be something more affecting your HP.
Josemite wrote:Maybe have there be varying degrees to which you can deal with the wounds. Some treatments that are easy, some that are expensive, others that just take time.
Jalpha wrote:I believe in my interpretation of things.
NOOBY93 wrote:Josemite wrote:Have some ability to delay respawning so you can't get HF camped.
Just build a palisade. If you actually get HF camped you messed up anyway - or someone REALLY wanted you dead. Also, if your village gets broken into, I think the siegers should have the capability of actually killing you that way.
NOOBY93 wrote:Josemite wrote:Have the wounds be something more affecting your HP.
That's... That's what they already are. Just wait until you have 250 wretched gores. The -stats on stitched up will be the least of your worries.
NOOBY93 wrote:Josemite wrote:Maybe have there be varying degrees to which you can deal with the wounds. Some treatments that are easy, some that are expensive, others that just take time.
Already in the game. Multiple treatments for some wounds, along with the "ancient root", that is expensive (rare) but faster than anything.
Sollar wrote:I welcome the KO>hearthfire with a full loot option, and some wounds to make sure the KO'd character can't just jump on back into the middle of the action. Implement this, reset the world and watch the playerbase
Sevenless wrote:Sollar wrote:I welcome the KO>hearthfire with a full loot option, and some wounds to make sure the KO'd character can't just jump on back into the middle of the action. Implement this, reset the world and watch the playerbase
Even if we remove permadeath completely (just the wounding system, which as Nooby points out is still a serious blow in pvp due to wretched gore), I don't think this fixes haven's endgame snooze. I think what it does is open up the possibility of things like: Equipment replacement required via kos (gear needs to get destroyed sometimes, so the gear existing in the world sees turnover) and more frequent pvp encouragement via game mechanics.
We would still need these additional mechanics to make endgame more engaging, and possibly catchup mechanics for late starters/base wiped players, if we wanted to have longer term worlds where players felt they could start playing and not be "forever uncompetitive".
It should always be possible to start from scratch and get to a point where you can at least contest Q leaders in fights, even if they'll always have that edge.
Jalpha wrote:I believe in my interpretation of things.
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