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[Poll] Death And You.

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Neri

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While the idea of a simple minecraft drop for monster kill/ hotbar only for PVP is clever, there can be serious issues. For one: I beleive someone mentioned it before if the character that was killed had stolen a specific item, and was killed by a lawful person trying to retrieve it, the item could be lost if not in the hotbar. Two: If someone just walks up and Non-RP kills you, or kills you by accident, you would lose everything not in the hotbar, which can be problematic, then the GM would not only have to deal with the person who non-rp killed, but also help the player killed get their things lost back. While changing the death mechanics sounds like a good idea, I beleive things work well as they are, if a person is killed by a mob, they can return and get their things, if killed by another person, the other person may get the items dropped. Not to mention messing with the death mechanics could cause unforseen issues, like bugs, glitches, and other things.

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Currently many of the generic bandit types are broken simply because people do not fear death.

The majority of people who are being robbed, because this is just a "game", they would react with hostility and thus fight the bandit. It would make more sense for people to give up some money and then go on their not-so-merry-any-more way. The thing is, the character's loss by dying isn't enough to scare people into thinking: Oh my, I want me character to live, I know the monks will save me so I might as well fight for my life!

The only way I can see to fix this is to make the penalty much higher for being killed by players, but leave being killed by mobs the same.

Although I highly dislike non-rp combat in these instances.

As for the chest being dropped on death, there is already a plugin for this (this may have been mentioned before, I do apolohise if it has been so), called "Death Chest" as many of you may be aware. This message is for the person whom stated that it would be difficult to code such a plugin.

I like the idea of the "keeping the 3 most valuable items", but this itself sounds hard to code. Then again I may be ignorant ^_^

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Game mechanics aren't really going to help with player behavior. However, it does affect the level of player frustration. I've been killed in my home so many more times than while travelling. I try very hard to be careful, but I've died countless times from lag, glitching, fall damage, and mobs attacking me in my own home. It really can't be helped. I've only been killed by players about three times since Asulon began. Why? Because I don't pull the tiger's tail!

I would prefer if all items dropped on the ground again. If that's unpopular, then items in the hotbar should be kept. The chest suggestion sounds OK, but permissions make it almost impossible. It's also pretty difficult to justify in RP.

Perhaps junk items could be coded to disappear on death? Things like slime, sticks, paper, etc. At the very least, it won't clutter up the inventories of you guys who like to PvP.

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I'm torn between vanilla MC style and the keeping items in the hotbar. Yes, the hotbar can be abused, but what can't?

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Why should your item vanish?

Death is fine as it is and it's great that you can pick up their items when they die. Brings more rp as you can rp taking them off him. A small amount of minas should be given to the killer as well.

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Perhaps a plugin can be set up which spawns something of a "corpse". I'm not entirely sure if it is possible to freeze an image of a "dead" character, the type you see before they dissapear. And perhaps when someone walks over this corpse they have an option in chat to search said corpse, and then if they do so they can choose to loot all or loot specific items.

Probably too hard to code, and very similar to the chest idea but... perhaps with a lot more redundant features. Just thought I would throw that into the mix to see if someone can modify that idea to make it worthwhile.

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I can't wait for whatever change to be implemented so everyone can cry on the forums over something they asked for.

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The vote was already acted upon. The final verdict was to keep the 'Drop everything' rule.

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