I’d love to see this as well but it would require something like a “piggy bank” prop to store your spare coin, as long-time players usually tend to accumulate ridiculous amounts of currency.
But we already had this discussion almost a year ago, concluding with these statements from james, which, at least as I interpret them, suggest that something like this not out of the question entirely (but not likely either).
(though, note that he explicitly said that this is his personal opinion)
So I guess it’s up to how much time they want to invest into the death penalty and it’s peripheral features.
An idea I’ve come across for the death penalty is when you die, you lose stats/exp/whatever and an orb appears near where you died. If you can get back to that orb and absorb/use it you get most of your stats/exp/whatever back, but if you die before doing so then they are gone and you need to re-earn them.
This would fit well with the losing durability and respawning near where you died mechanics, as if you respawn in the middle of combat with decreased stats it would be fairly difficult to get the orb (say in a boss fight) but if it is just in a dungeon the rest of your party could clear out the monsters so you can respawn safely.
I think having the respawn take a longer amount of time if combat is going on nearby would make sense too.
Would I correct in assuming that the player xp thing is going to be career based, so if you’re a warrior you’ll gain experience that levels up warrior type skills and that that wouldn’t make you any better at say, blacksmithing?
I know it’ll be a while before the system is fully implemented, but if this is the case, I think it would increase the number of players that opt for crafting/retail as a play style (and subsequently increase the number and variety of shops in towns) to also require specialization in subclasses that cause a differentiation between say a weaponsmith, toolsmith, and jeweller.
If players need only to develop a superclass that would allow crafting all items, I believe the possibility for a single dedicated player to monopolize an industry would be inevitable.
Edit: There would still need to be a system that allows some skill transference. For instance, if jewellery making, toolsmithing and weaponsmithing were all subclasses of blacksmithing, and blacksmithing was a subclass of general crafting, then if you make a sword that would grant you 100 xp for weaponsmithing, you’d also gain 10 xp each for jewellery making and toolsmithing and 1 xp for general crafting.
I guess this is one way to do it, though, I always liked the idea of players setting up respawn points.
Venturing out to the most dangerous and forsaken areas of the world, knowing that there might be no respawn point anywhere remote and being able to set one up as a lone outpost of civilization in the wild for other players to use (for some coin ofc ) sounds just way more exciting and engaging than just popping up right next to your corpse like in an arcade game…
However, I do realize that this, just as a ‘coin death penalty’, would require peripheral props like a placable respawn point/beacon thingy.
At least you would have already fixed the potential exploit of ‘respawn traps’ with the
I see the “golf drop” feature as being easily exploitable. If I design a puzzle type map and charge a few coin for attempting it (with a special prize for completion of course) and the player dies, they’d be able to transport themselves past the puzzle, or possibly straight to the treasure room. I think @Vastar 's idea of allowing a player to drop a respawn point themselves would be a better method, but something only that player can use and would require placing again after use (reminiscent of farore’s wind from OoT) would further reduce exploitability.
The common theme about Boundless is that the players can play it however they wish to play it. That should be replicated in the progression system too. Right now when you perform an action related to a profession, you’ll earn XP for that profession. When you earn enough XP you’ll level up and get a reward.
Later on the plan is to give you points for each level which you can spend on attributes, abilities and traits. And it is up to the player how and where they want to spend these points.
This is the current version of the system. It is worth noting that not all gameplay systems are in place and when they do go in I imagine this rule will need to reviewed. It is difficult to see how the system will interact when all features are in.
In the respective profession I guess?
Or will it be more like in Fallout, where a point obtained by leveling sneaking can be spent on improving your crafting capabilities?
We found that system to be too restricting and it went against the sandbox nature of play and build how you want. With that system you lock yourself into being good at 3 professions.
The one we are working on at the moment means you can spend your skill points in all areas but if you do you might not have enough points to unlock the high end skills.
Out of curiosity (and an unfortunate case of pedantry), when you say you ‘might not’ have enough points to unlock the high end skills, does that actually mean that you ‘will not’ have enough to spend on high end skills, or is the design that eventually you ‘might’ be able to earn enough points to get everything, given enough time and playing?