All Bombs across the board have 99 durability currently…
Pick your Pain
I love this idea… particularly a “pick you pain” type system where you have choices ranging from free to expensive on how you want to come back to life:
Free = return to your home / highest prestigious build
Mid = nearest Settlement / town
Expensive = come right back to where you died at
This allows new players to have 0 death penalty right from the start!
I also like the exp penalty idea… the durability penalty makes more since in games that have a repair mechanic which translates into a coin sink (usually)
couldnt have said it better myself!
i feel it’s lame to have a skill that is so universally required by just about everyone (death penalty reduction) If everyone needs it… and everyone takes it… then its only purpose is to burn up skill points… so why not just remove the penalty and the skill and give us less points to spend?
I would love to NOT take the penalty reduction but the current penalty is too oppressive… esp with how many tools/weapons i carry… i would gladly take a exp or coin penalty over durability… only problem with coin is that players would find ways to hide it =/
I also feel the the death sickness should be the main penalty for death… currently i feel it’s just a minor annoyance. i think it should ether last longer or be stronger… and should not be cleansable… otherwise why take the revive skills and use an item when you could just use an item???.. at least until we have encounters that lock players out that aren’t revived =)
I like the idea of stacking debuff for multiple deaths… but those can be a bit too painful and potentially lead to a chain death feedback loop >< maybe a stacking duration?
Time Restraint (Meteors)
makes sence and simple to understand for open group events as long as we have a time indicator =)
it also makes avoiding death sickness and the new buff system more important esp if the sickness lasts longer
one main concern with a time limit is the loot… not a very fun mechanic if we have to pick between:
- completing the event
or
- picking up our hard earned loot…
also trying to convince others that it’s more important to go faster than it is to thoroughly loot would be annoying. One solution would be to remove all loot from Meteor mobs and dramatically up the reward for completing them… it would be nice to not have to worry about loot despawning during the heat of battle =)
a flashy dramatic ending/explosion sounds cool but as @luke-turbulenz mentioned it’s not really needed… the meteor simply going dormant / no reward is enough
Hunters would just beacon them =P necessitating making beacon fuel more expensive =(