by overtyped » Mon Dec 07, 2015 1:29 am
loftar wrote:Removing actual death is an idea I am not fond of at all.
However, I wouldn't mind if it were made "harder" to die and more wounds were added in its place. Even when we added the wound system, I found that it might very well be nice if death weren't the normal and expected outcome of a fight, but rather a series of grievous wounds that, indeed, put your character "out of commission" for a month or so. The question is just how to achieve the effect that your enemies don't necessarily kill you.
That's a very interesting idea. If you have enough wounds, it could just force you to stay inside out of fear of death.
What if we add on to this idea.
-After being ko'd and finished off, you spawn in the wilderness(but your old body remains) with a new wound on your new body, Which will be lethal if sustained again within a set amount of time? (like a month)
You would still be very much in fear of death, but you would have a chance to move away from the conflict and lick your wounds.(and hopefully not repeat your mistakes and die permanantly)
Last edited by overtyped on Mon Dec 07, 2015 1:44 am, edited 2 times in total.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy