River 555 Share Posted June 30, 2014 After reading Hellbot's thread on his resurrection idea, Seth Calith seemed to answer the mighty question of "How do we stop players from returning to battle" with something so simple that it was sitting in the question itself hiding. Adding debuffs to characters when they spawn they'll think twice about entering a battle field from whence they came from. Blindness: Creates a thick black fog around the player(5 seconds) Nausea: Wobbles and has distorted screen) (5 seconds) Slow II: Contracts FOV, Decreases walking speed by 30% (5 minutes) Mining Fatigue: Blocks break 20% slower (Arm swings slower) (20 minutes) Weakness: Decreases damage dealt with melee attacks by 0.5 damage (0.25 heart)(30 minutes) These additions will make spawning seem much more painful, as though you were really hurt, while some of these buffs will wear off soon, some of these will stick with you for quite a while (the debuffs are listed from shortest duration to longest.) Blindness: Blindness will make it feel as though you just woke up from a slumber, slowly opening your eyes as you wake up and begin to see. The first few seconds of pure black makes it feel as though you were really hurt, and adds to the effect of just waking up after a near death experience. Nausea: Makes it so that after being granted vision, you still can't see well, it is only natural, and getting up and walking is hard, also expected (hence why these first two don't really last lone, it's to make you feel as though what just happened was serious) Slow II: A 30% slow for 5 minutes, with a restricted FOV makes you feel like crap, if you were to get to your destination it would take you much longer, hopefully this will encourage you to stay in the monastery and rest (which would require that the monks have some kind of standard procedure upon handling death by giving the player something of interest to encourage them to stay, such as food and a wooden sword to compensate against PvE monsters.) This would almost make it seem worthless to get to where the player needs to get to, and if the player were to get there, they would be far too out of shape to even think about fighting without dieing once more, or making it obvious they just died. The reduced FOV will also reduce the players cognitive function, or amount of information they're allowed to take in since they can't see as much, which would also harm their ability to fight in a large scale battle. Mining Fatigue: This would reduce the players combat skills by a lot when fighting, and will obviously decide who would win in a battle between someone who isn't hurt, and the other who is. This will discourage players into entering any kind of PVP scenario given their weakened state. Weakness: Weakness makes the target susceptible to more damage, which can hurt at bit in a battle, the extra damage does tend to stack up, and will discourage the player from attempting to engage in any kind of PvAnything. Why 30 minutes? Well 30 minutes is when you regain your memory, so it seems fit you would also regain your physical condition as well. Although these hinder the players ability to fight, it shouldn't hinder their ability to take on simple spiders, zombies and other animals. But the debuffs will make it clear that a player has returned from death to a battlefield by the amount of particles flying above their head. This also adds to the RP of death and makes it feel more significant, while making it seem more fun all together. So what do you guys think? Should debuffs be added to players on death to discourage them from participating in battles, and make it easier for them to be spotted after dieing? Would the encourage RP at a monastery NOT benefit the server (the answer is yes)? 1 Link to post Share on other sites More sharing options...
DISCOLIQUID 2702 Share Posted July 1, 2014 If I joined the server as a new player and died, and then proceeded to struggle with these afflictions, I would quit. These ideas would even drive me away from playing after dying. Sometimes people die for no reason. Link to post Share on other sites More sharing options...
Treshure 5817 Share Posted July 1, 2014 There was an idea out that had a circle over your head with colors depicting the time from your death. If it is red/yellow, it has not been 30 minutes since your last death hence you cannot return to battle. If it is green, you're good to go. With this, no bad things happen to you but you can easily get ban reported if you return to battle. 3 Link to post Share on other sites More sharing options...
River 555 Author Share Posted July 1, 2014 Well then, I see where you're coming from Disco and it makes complete sense, but the blindness/nausea are still some good effects for a respawn after death, while the weakness and mining fatigue aren't really noticable, but can still have some big impacts on the players actions whether they should return to battle. Plus the particle effects are still showing, making it somewhat easy to spot someone who just died. These aren't just a fix but an addition, like a cosmetic to death that would make it feel impactful. If I died, saw black for 4 seconds and faded into light a second later I would think that is a step up from normal respawn. Nausea makes it as if you're still not in your right mind after regaining sight, and a 20 second slow would also seem impactful in the moment, almost as a cosmetic. (these are total times, blindness 5 sec, nausea 10 sec, slow 10 sec, which means after 5 sec of blindness there's 5 sec of nausea, followed by 10 seconds of slow while the slow persisted all along.) I think it's an interesting cosmetic to death if nothing else that would literally take like 10 minutes of coding. Link to post Share on other sites More sharing options...
Anderssn 1115 Share Posted July 1, 2014 And what if someone accidentally does that, on their way home, or maybe they got killed even if they were not apart of the battle? Link to post Share on other sites More sharing options...
River 555 Author Share Posted July 1, 2014 Hence why I said it would make it easier to notice, but not insta ban on sight. If people can account that he wasn't in fact there and was elsewhere then they aren't banned. Or if they're an elf and this war is clearly between dwarves and orcs, why would the elf be banned? or even suspected at all? But yes, if nothing I think a better set of timers for the debuffs would be Blindness: 5 sec Nausea: 10 sec Slowness I: 20 sec Mining Fatigue: 15 minutes Weakness: 30 minutes This way it almost doesn't hinder their ability to fight PvE, but can be a great weakness in PvP. This also makes it easy to spot them. If they weren't a part of the battle, they were still severely injured enough to be sent to the Monastery for monks attention to be healed. These effects would act as a "waking up" from your rest, and add effects based on your weakened state after being severely injured. These effects fit swiftly into RP, and the first three effects are simply cosmetic and nothing else. While the weakness and Mining Fatigue are to hinder players combat wise, hopefully encouraging them to be careful since they just 'died' in a way. Another cool addition to encourage players to stay is by making them spawn with 4 hearts, and insisting that they use one of the beds provided so they can regenerate health. The same could be said for hunger, which would encourage RP between the monks and players, giving them both something to do. The monk can then give the player some food for their trip, and a wooden sword to offset his imbalance against PvE monstery, but not quite so against PvP, which is why they should be careful. If you're a new player then you won't have your soul bound anywhere so it's going to take you some time to get where you want to go. Those effects will have worn off long before you get a job, or find a place to start mining/cutting/doing any kind of work. Link to post Share on other sites More sharing options...
DISCOLIQUID 2702 Share Posted July 1, 2014 Well then, I see where you're coming from Disco and it makes complete sense, but the blindness/nausea are still some good effects for a respawn after death, while the weakness and mining fatigue aren't really noticable, but can still have some big impacts on the players actions whether they should return to battle. Plus the particle effects are still showing, making it somewhat easy to spot someone who just died. These aren't just a fix but an addition, like a cosmetic to death that would make it feel impactful. If I died, saw black for 4 seconds and faded into light a second later I would think that is a step up from normal respawn. Nausea makes it as if you're still not in your right mind after regaining sight, and a 20 second slow would also seem impactful in the moment, almost as a cosmetic. (these are total times, blindness 5 sec, nausea 10 sec, slow 10 sec, which means after 5 sec of blindness there's 5 sec of nausea, followed by 10 seconds of slow while the slow persisted all along.) I think it's an interesting cosmetic to death if nothing else that would literally take like 10 minutes of coding. Some hate nausea, and I am among that crowd. I would not mind temporary blindness for a few seconds after respawning. I would prefer to have flavor text pop up after dying, such as, "You had been found killed, and your soul was wandering, untethered. Monk XXX (random every time) has linked you back. He warns you before you leave, 'Be careful! The effects of monk healing can leave temporary bouts of blindness and dizziness. Don't participate in any battles!' " And then you could have one short period of blindness and an OOC marker with floating blue or green or blurple colored markers. Link to post Share on other sites More sharing options...
Iosif 72 Share Posted July 1, 2014 There was an idea out that had a circle over your head with colors depicting the time from your death. If it is red/yellow, it has not been 30 minutes since your last death hence you cannot return to battle. If it is green, you're good to go. With this, no bad things happen to you but you can easily get ban reported if you return to battle. This is honestly the simplest answer. Link to post Share on other sites More sharing options...
River 555 Author Share Posted July 1, 2014 Well I did say that the slow and nausea were cosmetics, I don't really like nausea but thinking about it you're only experiencing a nausea for 5 seconds, maybe 5 seconds is too slow, or maybe nausea isn't necessary at all. The minimum would be as exactly as you suggested along with the combat debuffs. Because a little message isn't going to encourage a player not to return to battle. But, once you reduce it to so little it is waved along and ignored by the admins/developers. Still, I think a message of the sort should be mentioned after death, and a temporary blindness would be very nice, I still think spawning in with 4 health and hunger would be a good way to encourage RP between monks and players, or encourage players to stay at the monastery. Letting them rest for HP, then giving them free food and some kind of equipment to be safe on the road. Other wise players can go onto the road with nothing at all with reduced hunger, health, and no equipment. I still think that subject would have to be thought over but it seems as though there's little else we can do on this topic. Link to post Share on other sites More sharing options...
Cyndikate 2303 Share Posted July 1, 2014 Here's a simpler idea. Make a chat announcement about who killed who in PVP. If you kill a player, it will show in everyone's chat if they're within shout range. So you have something to prove when player does return to death. 1 Link to post Share on other sites More sharing options...
Kaun 102 Share Posted July 1, 2014 There was an idea out that had a circle over your head with colors depicting the time from your death. If it is red/yellow, it has not been 30 minutes since your last death hence you cannot return to battle. If it is green, you're good to go. With this, no bad things happen to you but you can easily get ban reported if you return to battle. What if you die at a different location before the battle then go to the battle? Link to post Share on other sites More sharing options...
susitsu 871 Share Posted July 1, 2014 Doesn't make RP sense, in all honesty. Your body was reformed, not pieced back together like Frankenstein. In additon, @Cyndikate a global announcement would be stupid, inspire trolling, as well as people trying to flex their PvP muscles publicly. Just do the damn circle idea. Link to post Share on other sites More sharing options...
The Lion 736 Share Posted July 1, 2014 Just do the damn circle idea. Link to post Share on other sites More sharing options...
TheBareSheet 194 Share Posted September 21, 2014 Moved to the Great Library. It shall be sorted into appropriate category shortly. Link to post Share on other sites More sharing options...
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