you can also look at it on the other hand, imagine you and a friend are out question and one of you dies for some reason, instead of just taking your stuffs so he can give it back there are 2 options
you have to run all the way out there again
you force your friend to wait an hour until he can get your stuff
(for example if you are on another world than your homeworld)
More coding = more man hours, i see everything from as minimalistic as possible, if not then i can use the same argument you used ââbut what if a person invites you to a party and then gets you killed, players would just start doing that to get lootââ
And how precisely would that work, it has to tab into a database of known and unknown players to allow and disallow access to your loot when you die, thats the thing. it should be one or the other, a simple system that makes the game more immersive, if you want everything to be ââperfectââ and ââunexploitableââ you are going to have a bad time xD
Eh. i would dislike that since it would be so trollable ââThink you can grap it now, think again !ââ But a sort of ââForce timer to 0ââ would be pretty great, should go on all dead drops that are currently in the world.
ââit ruins immersionââ is one argument, it would fit i think, but the part i would like is the uncertainty whether or not it is still there when you get back shrug
I agree there too. I personally would prefer a universal loot drop rule over pvp/pve specific rules. It simplifies game play expectations. Also, even if people try to find ways to kill a player for their loot in a pve world, itâs really no different than a player dying to beasts. Explore with caution, and itâs dangerous to go alone.
The idea for this came from a book called ââEpicââ which is basically a world called âânew earthââ where violence is not allowed, so everything is settled in a video game called ââEpicââ when you die in the game you lose all of your stuff, the problem with that is that the economy of newearth is ran through ââEpicââ meaning that the money you have in the game is the money you have in real life.
In this game there is a legendary Dragon which would make people insanely rich if anybody kills it since it guards alot of treasure, this one boy is obssed with killing it so he goes fighting it again and again and again to figure out its patterns and how it works, in the game however the skeletons stay, so every time he died a skeleton arrived, so when his friends went with him they could see all of the skeletons lying around as a sort of ââthere is something in here which really hurts, bewareââ which is why i would love to see it.
How about following solution for the loot rules (regardless of being on a PvE or PvP server):
If you die due to a creature/fall damage etc⌠your stuff is protected for 15 min in those 15 min only you can loot it, after that it is public domain.
But if you die due to damage received by another player your stuff becomes instantly lootable.
Simple as that
The will be a problem, because a lot of players will go with low damange weapons, throwables, proyectile, or like that, and attack you one time while the monsters attack youâŚ
Or instaloot always, or a 5-10 cooldown if the last hit was monster, or falldamange (without a knockback form other player)
Exactly. If you fight with monsters and donât look at your surrounding it´s your own fault if you get killed by someone. I don´t se see a problem here.
That´s just an assumption tho, at the moment we donât even know if there are going to be PvE and PvE servers.