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Author Topic: Death should mean something  (Read 22304 times)

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Týr

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on: 01:43:18 PM 11/25/13
You're also missing the point that humans can heal each other, other species can't.  Is it nice to have medkits available as a human?  Absolutely.  Do I neeeeeed them?  They're really nice but I don't NEED to carry them on my character, not when I can ask others to heal me.
Are you serious? Your points are getting so weak it's almost not even worth the effort to refute them anymore.

You keep saying you care about this game in several threads, but it seems like all you care about is Tyr and what Tyr wants for himself and his group.  Hell, in another thread you've already implicitly stated you wouldn't bother helping other players find zombifying or vamping points in the game.  But I bet you expect everyone to point K/Rs towards Redemption Street, right?  Since, you know, you ordered everyone (your words) to send people there.
One word: metagame. The metagame is shit. The metagame needs to be fixed. That is why this game has trouble holding players.

I've said this like 4 times already. Get over your obsession with me and look at the game from a wider angle. If you can't do this or don't understand what I mean, then you shouldn't be discussing anything. The things you're spouting and proposing would further fuck an already completely fucked system that I've been trying to get fixed.

Mary's idea of equalising everyone's AP and HP is a better idea than anything you've mentioned so far, and that idea would be crazy.

Still, I'd exempt anyone under level 10 or 15 from the raised AP cost.  Past that point, they've made enough progress and probably have enough investment in the game that they won't just up and quit, but starting that at level 1 is just asking everyone who signs up to never play again.
We already had people that quit the first time they died, and that was when death only took 3 AP to stand up from. Some people just aren't cut out to play this kind of game and pandering to them would only make things worse.
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Kraufen

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  • Comics. Hooray.
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on: 02:02:47 PM 11/25/13
All this mad. All this shitstorming. Hopy shit



Jonathan Hunter

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on: 07:33:16 AM 11/29/13
Not that I want to add more fuel to the fire, but I'd like to bring up a quick point that I feel could use discussion;

I think a lot of us who play log in and find ourselves already dead. If revive is going to cost more, should the chance of dying be less frequent? I mean, if you get caught with your pants down and get killed, yeah, you're dead. But when I barricade an area, close the door and shut off the breakers, I'm still dead by the time I log back in, and that might only be an hour or two later.

Now, maybe I'm just not playing the game right? If there's some better means of staying hidden and alive, it's easily possible that I don't know/understand yet. But if this is the norm for most players, then every time we log in we're going to be spending 10-20 AP to stand again. Might as well cut my overall AP pool by that amount and stick standing back at 3 AP per use.

Basically, unless you have a better chance at saving that 10-20 AP, using it as a penalty for dying won't really mean anything in the long run, you'll just be spending more AP for nothing. Does that make sense?



Týr

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on: 02:50:36 PM 11/29/13
Not that I want to add more fuel to the fire, but I'd like to bring up a quick point that I feel could use discussion;

I think a lot of us who play log in and find ourselves already dead. If revive is going to cost more, should the chance of dying be less frequent? I mean, if you get caught with your pants down and get killed, yeah, you're dead. But when I barricade an area, close the door and shut off the breakers, I'm still dead by the time I log back in, and that might only be an hour or two later.

Now, maybe I'm just not playing the game right? If there's some better means of staying hidden and alive, it's easily possible that I don't know/understand yet. But if this is the norm for most players, then every time we log in we're going to be spending 10-20 AP to stand again. Might as well cut my overall AP pool by that amount and stick standing back at 3 AP per use.

Basically, unless you have a better chance at saving that 10-20 AP, using it as a penalty for dying won't really mean anything in the long run, you'll just be spending more AP for nothing. Does that make sense?
I'd actually thought up a system about death and unconsciousness. Or should I say I ripped 80% of it from Darklands.

You basically get Health Points and Endurance Points. Attacks reduce both points, with some attacks dealing more HP damage (blade) and others dealing more EP damage (blunt). Hand attacks should do more damage to EP and bite attacks should do more damage to HP. If your EP runs out, you fall unconscious without actually dying, and therefore without getting converted. If your HP runs out, you die and get converted. Waking from unconsciousness should obviously have a reduced cost. That's not saying blade attacks couldn't knock someone unconscious, but the person would have to have low EP to begin with or have the RNG spit out some crazy mess that results in it. Of course either result still earns the assailant a 'kill' point, whether they actually kill the person or not.

But that kind of system is a little too complicated for this game I think. Then again I don't know what Mo has in mind.
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