Xsyon wrote:
I'm taking all of this into consideration. I'll make a few quick points.
- Players will experience a bit of stat / skill loss upon any death. This is the main consequence for dying. I could add some minor item loss when killed by a creature as well, but this is not worked out. There will be damage to your armor's duration.
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The reasoning behind allowing players to spawn near their current location is for players that want to explore the world or visit tribes rather than join them. (Tribes will be able to allow outsiders to use their facilities and totems). The option to respawn at your home location will most likely be added.
- I see suggestions to remove additional consequences for evil players, but not to exchange them with other consquences. I am open to suggestions on this.
Playing evil should be a challenge. It should not be the easiest road for players to take.
Skill loss... Thumbs down.
Potentially losing your gear if you can't make it back to your gravestone before it's looted is a stiff enough penalty, already. Skill loss is just something that will become tedious, especially if you don't have a mechanic that controls loss when being killed multiple times in a short period. Losing gear and being sent back to your bind spot is a nice balance of risk v. reward
and being able to gear up and get back into the action without saying: "
Well #&%@... I need to grind these skills back" beforehand. Durability loss on items that aren't looted, since full loot isn't always the case, is a good idea, too.
As much as you Darkfall haters may want to think that Xsyon is a totally different game; it isn't. They are both very similar at the root, and there is nothing wrong with taking the good parts from DF (or any game) and using them. Also, many other games use the same back-to-bind-after-death mechanic. They use it for a reason... It works well.
Forehead slapper there. No risk for exploring? Might as well let us teleport to any spot we want. As I've posted in the Darkfall forums many times... There is absolutely no reason to make a large, interesting world if you're going to let us port everywhere (DF portal chambers). While spawning in your death spot isn't necessarily the same thing, it certainly relates to getting anywhere without much risk at all. Without risk... Not much reward with regard to a feeling of accomplishment.
Where is the challenge when aligned as good/neutral?
So...
Die in PvE or PvP? Get sent to your bind no matter what your alignment is. Some items still on you because of different looting rules? They take a durability hit. If you want to check to see if your grave has been looted? Run back and look.
Or... Keep respawn the way it is, so we can use good/neutral alts to spy since they won't be sent to bind after death, use alts as banks to regear main after a death and being looted (hidden alt or log off alt in area your main will be in, then log it back in to regear), and I'm sure there are some other exploits I haven't thought of. I won't even mention PvP encounters. That's a mess anyone can easily foresee, especially when talking about large-scale engagements.
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If you want a higher penalty for evil players, implement something like SWG's Battle Fatigue and Wound mechanic. In SWG, BF would accumulate slowly over combat situations. You became less effective as the value raised. Wounds would also accumulate slowly and lowered your max value in <insert stat>. To heal BF, you had to listen to/watch an Entertainer. To heal wounds, you either had to stay in a campsite (slow heal) or have a Medic/Doctor heal them.
Implement something like that and make it affect evil players more than others.
Kinslayer's idea for slower
stat regain would work just as well and not require a new mechanic.