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[Poll] Death And You.

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Neri

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Clothes don't really add weight and it would waste time taking the clothes off. For armour they would take it off because the time it would take to carry an armoured person would be much longer than the time it takes to carry an unarmoured person.

Actually, both the clothes and armor would be taken off to make it easier to get to the wounds. I guess the monks have the modesty to put the clothes back on after they're done

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Drop'em on the ground as always.

We've been using this method since the server began. Its worked thusfar and it requires no coding (less work on Vaq, and less chance of breaking something).

If players are powergaming to avoid losing their things, a simple '/t <name> PVP warning', and then a few left clicks after they respond (any response means they acknowledge, even a whine response), solves this.

Items dropping into a chest... I don't even want to think about the coding that has to go into that. What if there is no place for the chest to legitly go? What if its in regioned space?

Items remaining on the person I'm a bit iffy about. What if you're trying to get a item from someone (because they stole it) and they don't want to give it up and you gotta go to PVP (either because they initiate it, or are powergaming, see example above).

Dropping items on death keeps the fear of death in people. Is it hard on new players? Not as much as you might think. In Malinor for example, new players especially that join the guard are given full equipment and restocked if they die and lose it (within reason). So their abilities are our responsibility rather then their own (in other words our guard trains them up so their less likely to lose it).

The system is only punishing to new players who try to strike out on their own. Something I thought the server wanted, less people out on their own in the wilds. So unless the community wants to retract that statement on a whole we should keep the item dropping on death as it is.

By the way, the reason items disappear sometimes is the server has a limit of entities that can be dropped at a time. If this limit is reached (alot of people dying, a super pick being used in an area by GM, or massive building or tearing down going on, then items will disappear fast, or instantly.

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Add the poll freya;) I like the hot bar the most. Keep some items but not all.

There's a big link in orange. Click it. Go on. You know you want to.

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I really like the keep the books idea. What happened to me once is I was going somewhere to make copies and I died and lost the book that I spent a long time working on. They don't really have much monetary value usually, and maybe it could be so you keep 1 but drop a copy if you die also. I think it should stay the same except for that.

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Maybe a blend of both, Keep the first three hotbar items and a random amount of your INV is given to bandits?

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I really like the hotbar idea; a roleplay reason can be determined. It will save many from having big losses from unfortunate occurrence(s) such as restart deaths, bugged deaths, and if a mob sneaks up on you. Despite the poll, I say we should go with the hotbar.

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Another idea I had was to make death mechanics from mobs different than death mechanics from players; IE if you're killed by a mob your items are just damaged, durability set to 0. If you're killed by a player, normal drops occur. Thoughts?

I don't quite understand what 'durability set to 0' means. Are tools a hit away from breaking, or something along those lines? It seems like durability being cut by a third or so might work better, but that's just what I think. :>

I'm cool for this idea though.

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Another idea I had was to make death mechanics from mobs different than death mechanics from players; IE if you're killed by a mob your items are just damaged, durability set to 0. If you're killed by a player, normal drops occur. Thoughts?

Durability set to zero...? If you do that, doesn't that basically mean that once you hold it, it shatters in your hands?

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