Permanent death (good or bad)

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Re: Permanent death (good or bad)

Postby earllohst » Mon Sep 28, 2015 3:28 pm

That chance to lose your life or hurt yourself is what gives you adrenaline aka FUN. This not only applies to game but to real life sport like nascar racing, wingsuit diving, parachuteing, etc. In game example let's say dota you could lose that e-prestige and hours of time spent in a single game only to lose it. ;)

Well it hurts when you die but you'd be suprised how fast you will pick the pace again with new toon, permadeath is the heart of haven if you remove it it'll die.
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Re: Permanent death (good or bad)

Postby Grable » Mon Sep 28, 2015 5:35 pm

earllohst wrote:That chance to lose your life or hurt yourself is what gives you adrenaline aka FUN. This not only applies to game but to real life sport like nascar racing, wingsuit diving, parachuteing, etc. In game example let's say dota you could lose that e-prestige and hours of time spent in a single game only to lose it. ;)

Well it hurts when you die but you'd be suprised how fast you will pick the pace again with new toon, permadeath is the heart of haven if you remove it it'll die.


Not as fast in this version, curios/lp are shit
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Re: Permanent death (good or bad)

Postby feeder942 » Thu Oct 01, 2015 6:58 pm

They are walking a very fine line, trying to make the game well balanced. Honestly I think perma-death is a good thing it means that extremely strong players can kill, but they can always die and lose it all. Stops them rolling huge stats over to a new character. What is needed is something to balance the habit to "farm" weaker characters. I would suggest "dark points", where a killed player results in a "dark point" being gained. This point could have short term benefits with longterm penalties. Making the career murderer less prominent, whilst actively rewarding military prowess. I would suggest a dark point giving you ( -1 to constitution, +6 to health +1 to [agility or strength or perception] ) so at first you'd be getting stronger from your kills, but you'd need to push your constitution up to stay alive, ultimately dying when constitution can't go higher. When you are consumed by the darkness
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Re: Permanent death (good or bad)

Postby Granger » Fri Oct 02, 2015 12:40 am

You know that constitution gives HHP?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: Permanent death (good or bad)

Postby ksaper » Fri Oct 02, 2015 1:18 am

In my opinion permadeath is good for few reasons.
1. It makes this game uniqe. Want to have few more chances? Go play tetris.
2. It teaches You to respect other unless You are sociopath or have flawed personality.
3. Even If You are sociopath there is risk You will die after murder spree (Bob Dole for example) and it will be over. No wand of resurection, no respawn, just brand new life :)
4. Hunting bear is dangerous - what can I say ... In modern world there is thing called risk managment. Depending on possible gains You consider possible looses. So if We consider bear cape as gain and death as risk only question left is probability. Noone forces You to hunt bears. OMG OMG they kill bears with 10 MM .... Cool ... 1 day i will kill bear too. Maybe with 50 mm and ranger bow or maybe with 100 and it will be total overkill - but i will feel prepared. All people have different point of acceptable risk.
5. If I won't hunt bears i will fall behind .... I'm not sure We are playing same game .... There are no trophies for being best in skill or stat. Just play it Your own way and have fun
Colorless is the lack of color. It values logic, power, answers to questions, design, apathy, and complication. It does not care about winning or loosing, its goal is simply to survive, upgrade and preserve its existance. Colorless is the jack of all trades, master of none
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Re: Permanent death (good or bad)

Postby MagicManICT » Fri Oct 02, 2015 5:04 am

ksaper wrote: There are no trophies for being best in skill or stat. Just play it Your own way and have fun


Bingo, because we're all going to die, whether it be to sword, claw, or server reset.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Permanent death (good or bad)

Postby Lojka » Fri Oct 02, 2015 8:24 am

i think that there is too little difference from:
battle stench
and
mudrer stench

so that's why ppl would mostly be killed

and this is waht sucks...
in example Ultima Online you would loose only your gear
so there was more pvp action
you give your armor to enemy, next time you take it back...


but now, i won't just go fight, cuz no only armour i would loose....

if murder buff would hurt player more - then there would be more K.O. and less deaths i think
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Re: Permanent death (good or bad)

Postby Frost6 » Thu Oct 08, 2015 7:13 am

Just got killed for the first time. Sucks.

I do like the permadeath concept though, and the ancestor thing. (Though locking used names now annoy me..)

There should be some changes though IMO, im only 4 days old, so i cant make weapons or palisades. So im completely defenseless.
I had built 2 houses, hoarded everything and was about to start building my base up a little, while waiting for hides to dry (which are hard to get for a new player who has to rely on rabbit fur) then wait again for it to finish in the tanning tub, some guy with a huge sword and a horned helmet came and killed me in one blow.
I started on a new char, spawned. Crap... i spawned on my hearthfire! I was expecting to spawn at the middle of the map, so i got killed again while watching the guy carry all my cupboards out of my house towards the river. Waited a bit and tried again, why would he stick around i thought, not like i had anything of any value, couldnt even get metal yet. He came rushing at me yet again when i tried to salvage my stuff.

Some people are just shits, killing a newb for no reason. I still think permadeath is a cool concept though, but it should matter. He looses nothing by camping and killing me for fun, at no risk. I have no weapons or combat moves other then the starting ones. I have no walls. (And we cant lock ourselves in by setting a cupboard infront of the door, i tried. "Cant place here" fk you cupboard).

So killed me, took a few things, killed me a few times again. No risk or cost.
I have to start all over, i know more so it will be slightly faster, but i still have to learn to build the walls and get gear. So in maybe 5 days i can get palisades up. Thats 5 days for him to kill me again. 5 days where i cant do a thing. If he does, 5 more days.
So i have to move really, but that would mean unlocking yeomanry, 4000LP.
and to be honest, even if i build the palisades, he can just use Adventure->Destroy on them, no?

Not sure what im trying to say really, but id love a system where the high gear and leveld players didnt kill the noobs (unless they have reason). Maybe also have huge horns grow out of the ganker, to tell others to be wary. I tried to talk when he killed me the second time, to no awail.

I just wanna build a damn self sustaining village=(
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Re: Permanent death (good or bad)

Postby fablewings » Thu Oct 08, 2015 8:59 am

Just play the game.
Yes its perma death.
If it wasn't, it would be a farmville.
Personally the perma death aspect gives this game everything.
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Re: Permanent death (good or bad)

Postby Grable » Thu Oct 08, 2015 9:15 am

fablewings wrote:Just play the game.
Yes its perma death.
If it wasn't, it would be a farmville.
Personally the perma death aspect gives this game everything.


No it wouldn't be farmville. There's plenty of drama in full loot games or games where you can destroy people's bases and shit.
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