jorb wrote:Patchouli_Knowledge wrote:I probably should play the devil's advocate to actually present an opposing side to the curiosity system:
"The main problem I see with the curiosity system is its ease to make alts and one of the source of devaluation the usefulness of mains which itself devalues the impact of a permadeath system as you no longer put your eggs in one basket so each death is more like breaking a branch of a tree than cutting its trunk which somewhat defeats the purpose of the survival aspect. The lost of value of main itself presents a problem in its own right as it makes consequences of ones own action less severe. It is arguable if this raises the aggression of different factions but even if such conflict breaks out, wars will be fruitless as warriors can be manufactored easily and even if there are more conflicts appear on Congress, it will simply be trading casualties back and forth endlessly.
This. Project Overhaul includes a change that should... change this.
Skorm wrote:this is not meant to be an easy game, you are not meant to enjoy it all the time, you are meant to survive and eventually die, Welcome to H&H.
Either alt every fucking thing or prepare to loose it all for either a boar, a Bear or a griefer.
Thank you for your welcome, I have been playing since march, I learned the basics before the end of world 4, just got my first scythe the night before the world ended. I was part of small village in W5 but when the LS and Chief went AWOL, and I had more to do IRL I stopped playing. I started a new character after the summer and quickly set up my own little village and had just mined enough iron to think about a brickwall when the world ended. I've only died once, and I blame lag for that, it was a school boy error though, plucking an auroch hair with a main, even if it was a lone auroch beside my boat. I haven't been in a situation to properly learn the PvP system, only fighting animals. The way I see it is that you are meant to survive so I avoid getting in a PvP fight I know I'll lose, I do have several alts though, but only 2 that I play, farmer and miner.
painhertz wrote:"In Dragon Age"
Its not an original idea, and I wasn't suggesting it be exactly like Dragon Age, I was just giving an example of an existing injury system.
MagicManICT wrote:It's a permadeath game with some pretty involved mechanics already and skewed towards every possible way to kill off a character. Why do we need more penalties?
Firstly, thank you for taking the time for a thorough reply.
Personally I feel that getting KO'd by animals and cave-ins is a little under whelming, I see being injured as a help, it makes me more hungry.
MagicManICT wrote:What's to stop a player from turning an injured character into a curio-fed alt for the two or three weeks it takes for them to "heal"?
THAT is the first valid critique and I refer you to Jorbs statement above from the LP Concerns thread. My understanding is that we won't be having armies of alts any more.
MagicManICT wrote:Why bother leaving a character injured when you have the exact same penalty as killing the character (which, currently, can't even be enforced)?
My thinking is that if your character isn't very good at murder... ie you have a low UAC and are probably incapable of killing someone anyway, then when you "think" you have killed them, they are actually just knocked out cold, and appear to be dead. You deserve to leave a murder scent for wanting and trying to kill them.
MagicManICT wrote:Just because someone else did it, it doesn't mean it's a good idea for many games. Most games that have a limb-based damage system have developed combat and tactics based on this. HnH doesn't, so that would mean rewriting what is, in my opinion, one of the best combat concepts I have seen in an RPG in years.
I'm not saying lets change the game and make it like Dragon Age, I'm just giving an example of injuries in a game and admitting its not an original idea. My suggested injuries where just to spark ideas, I'm not suggesting changing the combat system, just the out comes of combat. Is it not plausible that after a fight a character might have a broken arm or leg?
MagicManICT wrote:I just don't think you really thought this through very well before posting. When you fail to consider all aspects of an idea, it's a Fail. I have thrown away dozens of posts because, after starting to write them and consider what the implications were, I found they were lacking and thus total Fail.
I haven't put as much thought into it as I would like to, and I was tired when I was writing it, also I think I rushed the end as I really needed to pee and wanted to finish it before getting ready for bed.
Maybe my view of where Jorb and Loftar are going is wrong, I thought dying was supposed to be harsh to make you value your life,
I was trying to add injuries to make you value you health. I guess if is just that the game is built around dying being harsh, and valuing your life is a side effect then where I was aiming is wrong. This is J&Ls game, and I have no illusions that it belongs to the players, I salute them for that and I look forward to seeing where they take it. When I suggest ideas, whether its this, Wind Powered Water lifts, Shell fishing, Pasta, I'd hope that they can be taken seriously, they aren't designed to make the game easier, but maybe this one does a little too much, however it were to be implemented. But then, thats what this discussion is about.