Die, die, die my darlin. Or not.

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Die, die, die my darlin. Or not.

Postby StarChaser » Wed Aug 05, 2009 4:12 am

I was thinking about how death is in real life and how fragile human beings are.
Say you beat someone down and are about to land the killing blow. They could just die after the first few punches, or after twenty stab wounds. You never know.
Certain wounds should add a higher chance of dying. These should only apply to when you are knocked out of course. I just see it a bit silly that someone can be mauled by a bear 500 times and still be walking around.
Like if you had 20 arrows sticking out of your chest and were unconscious, do you think that person should die without warning?
Maybe not straight away, but slowly lose HHP until someone comes to his aid or he/she gets up, pulls out the arrows and bandages themselves.
I do think that these chances of losing HHP should only happen when you are unconscious. Like being unstable in DnD when you drop below 1 hit point, you slowly lose HP and if left unassisted you die.

As an opposition to this, we should also be able to revive players. The chance of reviving the player goes down the longer they are "dead" until the body decays into a skeleton.
That being said, there should be certain drugs and tools required to do so apart from beating them on the chest until their heart starts. Could we find some form of medieval adrenalin to pump into our hearts? Some way to shock people back to life with hearth magic? I'm not sure, I am just throwing it out there.

I'm not saying, "SHOOT 20 ARROWS AND BE ABLE TO KILL BLAZE! LOL".
What I am saying is that if someone is at a certain range of HHP left and SHP is gone, therefore the character is knocked out, then the character has a possibility of dying without warning. But can also be revived by another player shortly after their death if the wounds aren't to serious. A higher possibility depending on the wounds sustained, Eg. If I was knocked out by Rift I would have a higher chance of dying or losing HHP while unconscious than if I was knocked out by Rugs. But even if Rift had killed me, someone could come along and perform CPR or something to bring me back to life.

A small idea behind this is that you would need to drag the body back to the village and have them revived by the town doctor. Maybe it can only be done in a certain building?
Maybe reviving could only be done by invoking the gods at the RoB. There has to be some restrictions too it.

I think constitution should play a role in how the player decays as well. The higher the constitution the less chance they will die on you. Reviving should only be able to be performed once on a character and if it is unsuccessful they are dead forever... But if successful then the player will be able to play the character as they did before.

Anyway, enough ramblings from me, I was just saying what was on my mind.

~SC :ugeek:
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Re: Die, die, die my darlin. Or not.

Postby loftar » Wed Aug 05, 2009 4:23 am

I agree with you especially for the arrows part. I had lots of trouble accepting the current system when adding the bow/arrows stuff, but I couldn't immediately think of anything better. For that matter, arrows shouldn't hit half as often as they currently do. The only reason they do that is because, in our first iteration of the arrow attacks, the arrows vanished when shot, so the bow was completely useless unless it hit very often; then, we made them remain on the ground, but forgot to reduce their hit chance. :) But for sure, one arrow really should deal massive damage if they are even to approximate reality, but then again, that would just make attacking with arrows be completely luck-based (either you hit and insta-kill your target, or you miss and do nothing at all, basically), which would suck. Maybe we'll do something good about it when we add buffs/debuffs. Right now, I don't really know what to reasonable to about them.

As for player revival, I would very much like to at least add the possibility to revive a player who has fainted. That would be completely reasonable -- especially so if the revive action takes time and is "cancellable" by attacking the player doing the reviving. I'm not at all as sure about reviving players who are actually dead. In that case, there should be an "extended" form of fainting between the current one and real death.

For another matter, fainted/dead players should be liftable, for sure. That would be lots of fun anyway. :)

But well, we are very, very well aware that the fighting system needs to be adjusted in many aspects, thank you very much. :) Some dev session we'll take a long, good discussion about it.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Die, die, die my darlin. Or not.

Postby theTrav » Wed Aug 05, 2009 4:38 am

loftar wrote:For another matter, fainted/dead players should be liftable, for sure. That would be lots of fun anyway. :)

knock em out, lift em up, shove em in a chest in a cart in a tunnel in a mine in a cellar in a house in another mine? LOLS!
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