that i wouldnt like.since you need to go to different worlds to get different mats. i think it should just be 1 thing all around.
I am quite sure the devs was up for making the daily/weekly worlds into slaughterhouses. And we really need some kind of protection against PvP other places else we are going to loose a very big part of the players.
although considering the diverse set of things people want from this game, doesnât a per world death toll make sense? The only thing I think might be an issue is not knowing what the policy is for deaths on each different world.
If I had to pick one death toll over the others, I would go with something like 30-50% of your inventory drops, but you keep your armor (it might get devalued or damaged or something) and have like 3 slots that canât drop whatever is in them, so you can protect weapons / tools/ uber rare materials etc.
1 min death timer penalty (to keep people from continuously attacking when youâre in their territory)
well fair enough. i still just stick to my system of dropping everything you havent gotten equipped
I would be fine with that system as well. As someone who does a lot of building I feel for people who really depend on large stacks of materials, and it kinda sucks to lose all of that stuff every time you die. Given I think it worked decently in MC, so it would probably work ok here.
And there was a talk about zones with different states of what you can kill and what can kill you.
Iâd add to this and say: Make a second state which represents the strength of the death toll.
PvP-zone - everything or nothing. Town - you canât die or wonât loose anything.
Maybe they could implement a system that, if youâre not looted while some delay before respawn, you keep everything. And how much can be looted off of you is determined by the zone youâre in.
(This mechanics should already be in the makings and might not be changed to much. But who knows.)
nononono. do NOT compare to MC in this case please. that will be your doom.
in mc you use what? 30 mins to find some diamond and make some max level armor.
in this game it can take weeks. to get just 1 piece of armor, dropping everything is really really bad.
but my idea was to keep all of your equipment, and lose all mats and money, that is more or less the system ben suggested and i think it is amazing, that means running around with all your stuff is really stupid.
@KuroKuma i kinda somewhat liked it, i think you should allow pvp and death in beacons, if they are off you cannot die in a beaconed area, that would mean a town, or a house. and allow or disallow duels. that way you can do pvp arenas without people losing their stuff.
1 more thing. i think your stuff should stay on the ground. forever!!!. nah for a long time, i think if you die your stuff shouldnt just disappear, imagine a person dying in a mine and even though he is annoyed he is just going to leave it, 2 days later another dude leaves and he can see the corpse (a skeleton by now) and he can loot what he had in his bag.
yea a duel mode for beaconed areas is a useful extension of my idea^^ I just roughly resketched my idea of a death toll system.
Youâd also have to specify a lot of things. Where begins one zone and what is a town? How many zones should there be? Any exceptions to this? (like the duel mode)
If youâd use some sort of container then your things could lay around some time but even then the pressure on the server will grow with every second you add to the decay. Especially on worlds/zones where a titan is active and kills a lot of people. Maybe even repeatedly.
A solution would be dynamic deleting. If the server canât keep up he ignores the timer and just deletes the oldest drop until he runs safe again.
I would like to see a partial loss of the ânot wornâ stuff like mats and gold (like he half (rounded up) for each stack). A debuff for dying is a pain in the ass if it is long and strong, so it would be good to make a combination of both systems. Having different world types with different degree of losing items on death and/or death-toll would is also be cool. May be the toll gets higher on special ârare block rich worldsâ or Battlegrounds for pvp. I think it would be player unfriendly to bind this to much to the tier system (higher toll on higher tiers) cuz it could annoy many casual players (me as well, even if Iâm not casual in survival games )
the problem is where the perfect balance between going ââMeh whateverââ and flipping your table, destroying your mothers car and throwing your dog to the moon, is.
The drop of items should be a constant on the main worlds, only altered later on special worlds, but the debuff can be procentural, so as higher you are as stronger the debuff would feel. ⌠Finaly,I think, it will end in a âtry and alterâ time if the system finaly hits us users ingame. Did you hear me, devs?! ⌠PLAY WITH US!
i dont like the idea of a debuff. i dont want to go die and then wait a painstackingly 15 minutes doing absolutely nothing because i would get insta killed if i went out with it.
Yeah, that can be a problem (Like in WoW), I would like a debuff on xp and gold-gain until the time is gone or you got a fixed bunch of xp (like in Guild Wars 1, where the debuff was 15% lower hp, but you got every time you got xp a part of those back. I think with a bit creativity there may be a system of debuff that works not against the player, but teach them to be careful
i just want to steer away from debuffs completely. because honestly they are nothing but a bother, it is just ââdamnit now i have to just stand afk for 10 min before i can do anything againââ or if you make it permanent until certain conditions are met you will punish casual players because hard just becomes impossible.
but weâll see. i just hope they will try to go with the vision they have now, because it is punishing without being too hard.
I agree with the part that stuff should sit around for a long time- It always sucks when you get killed with someone who has a full inv and all ur stuff just goes to waste- that sucks!
However, the balance of the game isnt yet determined. We dont even have crafting or useful tools yet, so there is no way to say how long it would take to get materials.
You are correct in stating that the time it takes to get materials should be reflected in the death toll. I donât think we can come up with a good death toll until we know how valuable things will be, and how much we will be able to hold in inventory.
I just made some thoughts on the topic again (specialy on the debuff) and got an idea that might help: Different tolls on different Respawn-Options, For example: âŚ
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Respawn near the place you died (random blocks away with a small delay (like 30 secs)): Debuff but the possibility to get your stuff back
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Respawn at a save place (like a shrine in each biome): smaller Debuff, no way to get your stuff back plus being unable to PvP for a fixed time (get and deal damage to other players) (would be a good against corpse/gravejard campers)
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Respawn at your beacon/home/city: No debuff, no way to get your stuff back.
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Wait till somebody raises you: Debuff set by raising tool or may be none, stuff can be picked up again ⌠Players should be able to rez each other
What do you think on that way?
I would also like a damage system on items on death. The items sould not be destroyed permanently, but may be small damages can be repaired with gold while totaly broken Items need materials.
That actually sounds fairly good. Although I would like to make sure some items cant be lost (like very strong weapons you spent a lot on per say), and I think all the options should come with no pvp (cant take or receive damage) for about 30 seconds. As for respawning near where you died, I think the wait for that should be 1 min, because nothing is more annoying that beating someone then having to deal with them popping up every 30 seconds and fighting u unarmed (itâs no fun for either side).
The question remains of how long items should sit before disappearingâŚ
Like the Devs already said they donât want you to lose equiped stuff or the tokens, so only your mats and gold is in danger by looters or unbeatable monsters. I for my part aditionaly whishes for something like unlootable bags so that you can save some rare items or mats from getting lost
Well i found one problem about this, but its the problem of looter trolls:
That its just for having the best gear go kill people in pvp with no real loss of materials, and money because you don have that with you, you are just a bannding with nothing to lose.
I mean if you can go and kill people without losing your weapons and armor, why wont you do that? Even more, why do bother on mine or take resources in pvp worlds, if the looters/bandits will no lose anything, not even a coin,material or block, because they only have his weapons, tools, and armor equiped?
That will be like a troll simulator
Iâm Ok with having from 1 to 4 secured items, but just that no all your equiped items, if not this will be the troll game from te year, and pvp will die in this game.
(Just securing you primary weapon make you able to kill people without thinking about losing anyting)
they said they would keep all equipped items which is NECCESARY.
and what you call looter trolls is what the rest of us call bandits or highway men, its a valid way of playing.