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  1. #1

    Death

    your body becomes a ghost when you die and you have to wait ~20-30 sec before you are given a chance to re-enter the world again. I guess this allows you to put some distance between you and possbile griefers.

    Is this only temporary or is it the system that will make it in the game itself?

    Did you think at any of these situations?

    * large fights will be impossible. people will be spawning all over the place and since people will be concentrated on killing eatchoter they are probbenly not beeing looted so they still have all there gear. Fight lasting forever?

    * multiple targets attacking you, you manage to kill one great more chance to survive! but here the guy you killed will be spawning right next to you again before you even killed the second one. So its lost cause from start.

    I can think of one thing at the moment. put everything in a corpse so the one beeing killed doesn't have gear on when he spawns. Appart from that I don't have any better idea and I consider it far from ideal.

  2. #2

    Re: Death

    I was cocerned about this also Chade. Being new here I searched death on the Forum. Hope you have some time ?

  3. #3

    Re: Death

    Xsyon wrote:
    Evil player will respawn back at their 'home' location, which will usually be their tribe location. Good and neutral players can respawn near their dead body. This is one of the consequences of being evil, intended to make things more of a challenge.
    So if you fight evil players, they won't come back in 30 seconds. If you are evil yourself, you will be the one who won't come back.

    Here is a thread which explains death, its consequencies and looting in detail:
    http://xsyon.com/forums/28-features/...-decisions#232

  4. #4
    Xsyon Citizen VeryWiiTee's Avatar
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    Re: Death

    Honestly I think they should add another the possibility for neutral tribes to go either way. Good or evil.
    This would mean they could create bounties on Good players too (it would imitate a much better human society)

  5. #5

    Re: Death

    VeryWiiTee wrote:
    Honestly I think they should add another the possibility for neutral tribes to go either way. Good or evil.
    This would mean they could create bounties on Good players too (it would imitate a much better human society)
    Why would you put a bounty on good people? If a person who starts as good aligned, but does bad things...like kill or steal, I'm guessing he/she will start to accumulate evil status which would make him/her target for bounty once a certain level of evil is reached.

    And if you start out good aligned, and kill good people..even for a bounty, wont you start to become evil?

  6. #6

    Re: Death

    Deacon wrote:
    VeryWiiTee wrote:
    Honestly I think they should add another the possibility for neutral tribes to go either way. Good or evil.
    This would mean they could create bounties on Good players too (it would imitate a much better human society)
    Why would you put a bounty on good people? If a person who starts as good aligned, but does bad things...like kill or steal, I'm guessing he/she will start to accumulate evil status which would make him/her target for bounty once a certain level of evil is reached.

    And if you start out good aligned, and kill good people..even for a bounty, wont you start to become evil?
    Remember this game is sandbox, so if someone would want to place a bounty on a good player, for any reason, they should be able to.

  7. #7

    Re: Death

    Jadzia wrote:
    Xsyon wrote:
    Evil player will respawn back at their 'home' location, which will usually be their tribe location. Good and neutral players can respawn near their dead body. This is one of the consequences of being evil, intended to make things more of a challenge.
    So if you fight evil players, they won't come back in 30 seconds. If you are evil yourself, you will be the one who won't come back.

    Here is a thread which explains death, its consequencies and looting in detail:
    http://xsyon.com/forums/28-features/...-decisions#232
    I dont think that link answers what the OP is wanting to discuss. Nothing in that post mentions spawning of the character after death.

    Personally I feel that all characters should be bound to their tribe totem, this allows tribes that are being attacked to have an advantage, and it stops the attacker from merely re-spawning continuously and continuing the attack. If a tribes totem is under siege, perhaps they cant spawn there, and they need to spawn at the starter spawn spot.

    Just remember that it wont just be good vs evil, so spawning needs to be looked at.

  8. #8

    Re: Death

    Kinslayer wrote:
    Personally I feel that all characters should be bound to their tribe totem, this allows tribes that are being attacked to have an advantage, and it stops the attacker from merely re-spawning continuously and continuing the attack. If a tribes totem is under siege, perhaps they cant spawn there, and they need to spawn at the starter spawn spot.

    Just remember that it wont just be good vs evil, so spawning needs to be looked at.
    let's not turn this into darkfall- no bindspots please!

    Also, if the attacker dies, he can't just keep attacking after he respawns- he won't have enough hp/energy to keep it up.

  9. #9

    Re:Death

    Death in every game seems to be a huge issue within a games balance system...

    Personally Im a fond believer of perma death... However, I have yet seen a game that actually balanced out perma death within scope of actual skill grind...

    If Developers can balance out in any game skill grind, so as not to hinder any kind of labor intensive, repetitious, tedious skill grind... I would like to see a really... really... really... good perma death system implemented...

    This would resolve any issue within any game... If you do something wrong or make bad choices no matter of any thoughts, and reasoning in scope by any player there should be consequences of perma death, and restart...

    Death in real life tends to make people stop, and think before they make actions, but not always... Ignorance is bliss when it comes to ones own choices, and actions in real life... Should not the same rule set apply within any type of sand boxed style game? (Just food for thought)

  10. #10

    Re:Death

    zeph wrote:
    Death in every game seems to be a huge issue within a games balance system...

    Personally Im a fond believer of perma death... However, I have yet seen a game that actually balanced out perma death within scope of actual skill grind...

    If Developers can balance out in any game skill grind, so as not to hinder any kind of labor intensive, repetitious, tedious skill grind... I would like to see a really... really... really... good perma death system implemented...

    This would resolve any issue within any game... If you do something wrong or make bad choices no matter of any thoughts, and reasoning in scope by any player there should be consequences of perma death, and restart...

    Death in real life tends to make people stop, and think before they make actions, but not always... Ignorance is bliss when it comes to ones own choices, and actions in real life... Should not the same rule set apply within any type of sand boxed style game? (Just food for thought)
    In some way I have to agree with you.

    The whole conversation is going the right direction.

    Offcourse the link posted does intrest me, my biggest concerne was the ghostsystem but valid points are beeing made here.

    - permadeath: yes I suggested something like that on these forums before. I think the biggest issue here are the crafters do. I would not like to have to restart the whole craftingprocess if I was a crafter.. It also poses problems with the items you owned. The world will be covered with unaccesable items due to the deaths and the settings of rights on privat.

    Possible solution would be: a last will. The inharent (or something like that) will recieve all materials owned. Considering that teatching or something will be in game (i'm not a huge fan of that) you could write all recepies down in a book that goos with the belongings to the new character.

    Although I'm aware that permadeath in a skillgame probbenly won't make it I must say that it does have its advantages.

    But I unterstand many people will have issues with that.

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