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Everything posted by River
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Lol what? You guys don't spend time on terrain? I'm going to talk about LoA, and you can hate on LoA, but you can't hate on how beautiful it was, because LoA, was amazing. We spent 30% of our build time on the cities, mostly 1 person working on each nation themself, with a bunch of worker monkies. The other 70% was on making a great terrain, things like adding the webs inside bushes with fences, or putting webs inside trees. Adding large decorative webs, or adding randomized ice on each large tree branch. We put an amazing amount of detail into our map. Funny you guys have 2 trees in all those pictures, and you say it's almost done. (Which is almost done and I'm sure of it, really) It's probably just that area. But if you (the public, non-developers/builders) want to know what a dev server looks like, it's usually trolly. It takes around 10-20 hours to make a good dungeon, and usually the amount of good builders are few, and focused. Half the time when there are several players online, they will often look around in fly mode as the builder builds, look around, TP to another spot to look around. Or they'll hop on skype and start talking. Sometimes you're the only one online, and often, and I mean often, you'll be building and another player will log on, then log off for no reason. Usually things could be done 100x faster, but things never go like that. Even in professional, gaming companies that make Playstation/Xbox/PC games spend a lot of time walking around in the game, playing it, or looking for bugs. But in this case there's no such thing as "bugs" for a Minecraft development server, because all the coding is usually done on a different coding server. These are the kinds of things that developers/GM's/Admins do on a developer server, go afk, and troll, only most of them aren't willing enough to actually show you the hard work they're putting in. Maybe it was just me on LoA, but we had a staff of 70 people at one point, and the staff never went below 30 people working on the server, and it was usually a graveyard, but we took just as much time as 4.0 probably did, maybe 6-8 months I think. This isn't necessarily what's happening on this server (even though I've heard it plenty of times from builders) and this is mostly my own experience on a large staff working on a server.
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When you think about it, you won't be making iron armor anytime soon as soon as you join. New players won't have access to making iron armor because the Nexus-Skills plugin will be implemented, in the meantime they can acustom to blacksmithing RP by going to your local blacksmith. When the new map starts out, the firs thing that players will be doing is gathering resources, and you won't be needing a blacksmith for a while, which makes it a good investment if you never need to create iron goods after setting aside stone goods. Which is why by that time players will have found someone with an anvil, or will have mined enough to use it. This also gives the lonly anvil a useful mechanic that can be used to help RP with blacksmithing. If a player wants to start smithing on the first day, or find a good community to smith, he need only find another blacksmith, or join the smithing guilds. That way he can use their anvils, while also learning how to smith, encouraging players at the start to look to how to learn how to blacksmith, while not missing out on anything sense they can't use it to begin with IF it were to be implemented, because of the skills plugin coming. Not to mention anyone can be a blacksmith, and not have an anvil, players wouldn't have the need to build an anvil at all. This way, at least their blacksmiths look like a real blacksmith by including an anvil, so that they can use it instead of a crafting bench, or have to cleverly make something that looks like an anvil out of stairs and slabs. Or do what I did, which was put a crafting table under an anvil, but it still looks cheesy that way.
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This, is just a random idea regarding smithing, but it's rather interesting. So I was thinking, usually when I make RP blacksmiths I like to put a crafting table under a blacksmith, that's why I can RP on top of a blacksmith, while using the crafting table to craft the items, instead of running to an anvil to do some emotes then running back to a crafting table to craft something. So I thought, what if when you right clicked an anvil, it showed a crafting table UI, and in order to make iron armor + You had to do so on an anvil.Which would make it so that before you can even make armors, you'd have to put the hefty investment into making a blacksmith. While making it so that you cannot make armors on anything but an anvil. This would give anvils a useful purpose. If you're worried about the price of the iron to make it, you can just change the recipe. But this way if you want to be a blacksmith you'll probably have to find an existing anvil to apprentice Under. I like to think of this like it's the same as the magic system where players are encouraged to join the mages guild so they learn how to black smith. Most aspiring blacksmiths will join a guild, or may have access to one, or one with permission as an apprentice that can start new RP. This will make it so that people aren't crafting armors on a crafting bench, but also giving meaning to the anvil. To access the original anvil UI you can easily make it to shift + right click to access naming weapons. Just wondering what you guys think, I think it's a rather interesting idea, wonder what the rest of you think about it.
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100% locked. I think that we need to weed out new players from more experienced players by teaching them the lore and the RP process. Not to mention when mages started sprouting up we don't know who knows magic for sure or who dont. That's why players should be guided through the Mages Guild. If magic was 100% Unlocked then the purpose of a Mages guild would cease to exist, players would lose RP from participating in classes learning these spells, players would loose progression, and that would take out almost all the progression in being a mage. If everyone started as a T5 mage that would be absolutly dull and defeat the purpose. Imagine starting with 99 skills in runescape. What's the point. But I feel as though not 100% of the spells should be learned souly from the mages guild. They should obtain majority, like a 60% marker of spells, while only teaching 45%. That way for players to learn the last 15% they have to immerse themselves in RP by apprenticing under a master mage. If the mage see the student worthy, he will teach him. Along with teachings of spells from the mages guild they should also teach players how to behave, how to control magic, when to use it for good. That way a dark sector can grow, and that may be where some of the other magic is known, such as necromancy and other dark or secret arts. Other magic can be learned throughout the world as well. Spells learned from a hermit, spell books found in dungeons, dropped from enemies, that way an economy can be based off of magic. Perhaps there are a number of magical artifacts, or components required, this can easily start magical shops here and there that sell spell books of varying rarity, or magical items of different values such as staffs or misc. goods.
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As an actual magic, yet gamle, but several dwarves have toyed at hiding things within their beards, and it would be rather funny, and practical if dwarves had some sort of, extended inventory, given they can hide things in their beards. (If beardmancy isn't the practice and magic of hiding things within your beard then I was lied to :I )
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Guess this answers the fact that dwarves can use magic But, I do however think the other two magics should be buffed, I personally would love to see Beardimancy be an actual thing in the magic plugin that is common among Dwarves. I like to think that golemancy is exclusive to Dwarves because it's a secret closly kept, and the only people I know who knew it had to have 100 smithing, and be a dwarf in the Dwarven smithing guild. It's a secret that is kept closely and probably won't be shared easily with any other race. But I think Dwarves should have the ability to create actual golems. Given that the number of people who would know this is extremely low, and there's simply too much you have to do to learn it. Also, wasn't runesmithing only officialy given to the Doomforged and officially told by GM's and Admins that they were the only people who knew it, while Aberak came back as a golum for the soul purpose of learning runesmithing, where he inappropriately learned it, and thus the chain of learners shouldn't know it? Just something I heard.
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The State of Magic, and the Dwarves Position So right now as lore stands Dwarves (with the exception of Ironguts) RP'ly cannot use magic, which would lead me to believe that the magic plugin will be disabled for people who are listed as Dwarf in their persona card. I agree with this, but after that's done it leaves a strange taste in my mouth. It makes the Dwarves feel less special, with little mechanical benefits that help them express their strengths which is craftsmanship. Since dwarves strength lie within their craftsmanship, and dwarves lack the ability to use magic with the exception of beardemancy, golemancy and runesmithing, then the magic plugin should also include something special for dwarves if the main magic plugin is disabled for them. Why is it that all other RP magics were turned into mechanical magics with the exception of the dwarf magics. Storage Beards Many a time have dwarves often had this notion that you could hide just about anything inside a dwarves beard. I think that notion should be made a reality within the magic plugin, this isn't very 'awe' inspiring but it's rather useful and can help encourage more of this kind of RP among dwarves and others. Allow a spell or something for dwarves that gives them a spell that puts a chest in their inventory. When holding this chest and right clicking it a chest UI opens up with 9 slots that a dwarf can use to put things in. That way dwarves can help get a mechanical use with this magic. Golemancy From my understanding, there was something called a golemanvil that you needed to create golems, and someone told me that "Everyone and their cats" have access to golemancy without ever beight tought it, or with access to a golem anvil, which doesn't exist anymore. Since other magics have been turned into a mechanical shape or form, why should other players have to RP as a golem? I'd suggest the creation of actual golems for dwarves. The limitation is that only 1 person knows the recipies, and that would be the current leader of the smithing guild, and that there is a smithing and mining requirement of 100 smithing and 60 mining in order to create golems. In addition to a high rank in the smithing guild and being tought a long, complicated process of creating them. This way players probably won't be able to create golems until months upon months after 4.0 starts, and even then it would only be limited to around 3-5 members. They should also be extremely costly in terms or resources. Runesmithing From my knowledge, there was only 1 person who knew runesmithing, and perhaps he tought one other, but the idea is, this RP magic is very limited, and I think a mechanical use for this should be developed. In another thread about "Un-locking all magic" I heard about transmutation magic which is supposed to shape smithing and such, I was wondering if dwarves could somehow have a subsect of this in terms of smithing, or enchanting. Dwarves have the strength of being able to fashion the best armor and weapons of all of (Aegis, Asulon, Anthos, every map) over any race, and should be able to. Transmutation I don't know, but perhaps since dwarves do have some kind of magic, magic isn't 100% out of the question, what if a form of transmutation could be added to the small list of magics dwarves posses so that they can enhance their smithing, and smithing RP abilities. Overall, with the coming magic plugin dwarves may have been left out, or lagged behind in terms of their magic development. I hope dwarves aren't the only race who is still RPing magic 100% of the time, while absolutely everyone else has access to all other magic with mechanical effects.
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100% locking Cappy the system will be preventing players from mining, everything will be balanced with the skills plugin. You don't know magic? good, you don't know magic, now go learn it. You can't mind diamond? Of course you can't go practice on clay and stone. Players will have to level their skills, by using a wooden sword practicing until they've gained enough experience to be effective with a real sword, then later good enough to wield the greatest of swords. You won't have to know intricate RP to know how to use a diamond sword since you can just practice, but it's essentially teaching yourself. But in terms of magic there is lore, and an intricate system that is being developed for the players.
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One thing that was "eh" about that mining system was that the mining entrances were hidden. Which is nice so that it encourages venturing out and finding them (not quite sure if they were hidden but I had no idea where they were and people I asked didn't know either). If there are mines spread out throughout the world that act as "large ore veins" while the world has reduced ores so players can still mine if they want while finding some nice hidden mines. But for Nation Mines, if they're choosing to reintroduce them that would be fantastic, I'd only suggest that the they would be easily accessible to their respected race while being able to limit the other races from entering it somehow, probably by letting the respected race take ownership of it so that players have to have a permit to enter or work under the nation as workers. Also, I'd also I think you should add environmental blocks to the nation mines or future mines :I it doesn't help the miner at all but it adds a certain flavor, or feeling to mining that can set each race apart. If nothing else, add sand to the Orc mines :) , since that would help them out a lot.
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Blackfist Clan [4.0]
River replied to Blackfist Clan's topic in Thales and the Fringe Roleplay Archive
((Why does this clan look so darn intimidating lol)) -
MC Name: sebasgann Donator Rank: Coal
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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.
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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.
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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.
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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)?
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I said earlier that I didn't have a stand, but rather a few things that would make the addition better if it were implemented, but after thinking about it and what this thread seemed to originally accomplish, I seem to go against what is now being suggested. Honestly, I think the mass debuffs upon spawning would heavily affect someones decision on returning to the battle field. Slow II would make them get there slowly, obviously add particles which is a giant red flag waving above their head, along with weakened combat stats like weakness and miners fatigue (takes more damage, and attacks slower). This also adds to someones injury which goes hand in hand with just being revived from a near death experience. P.S. when I suggested that the wandering soul plugin should make WS players be transperant, I still think it's an amazing addition to the WS plugin :) Which will be available in 1.8, making it super easy to code then (even though it's possible now).
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I think this would make it painstakingly obvious and would prevent players from entering battle if they had a Slow II, Weakened, and Miners Fatigue, why would anyone? The particles would also make it painstakingly obvious and 100x more likely to be banned since it's so noticeable. Why haven't we thought of this before? This alone would probably fix returning to battle all together! This needs to be implemented!
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Well a lot of these are pretty good rules to add Do not allow upward facing lava traps (dispensers on the ground) Do not allow 'oil' traps from above which flow indefinitely during battles, a gm should use a bucket to simulate the trap running out of oil after about 20 seconds or whatever (10 seconds will be long since it takes forever for the lava to disappear) Do not allow excessive amounts of buttons to be placed on walls to prevent laddering up. These rules, seem logical and are things that should almost be a no brainer for adding to the rules, but when it comes to the others there are exceptions I don't mind ankle biters. I think they're clever, and a good blend of MC mechanics and real strategy, but this can be easily abused. "Do not allow instantly retractable floors/falling traps" Retractable floors and falling traps are nice, unexpected and one of the stereotypical thoughts that come to mind when you hear, 'Trap!'. But this as well can easily be abused. Making the fall distance be some 40 blocks deep. I feel like retractable floors should only be allowed if there is a way back up, unless it was painstakingly obvious, so that players should have avoided the falling altogether. I would like to see a retractable door that at leads into a jail cell at the very least, or into some kind of dungeon/prison like Matt suggested, it would add RP, and should be a big enough advantage to the defenders by separating the offensive force. If the defending force has to rely on anything more than besides dividing the enemy force then there's something wrong (unless the numbers are horribly out of their favor) Kalen I do have something to propose though, since you state that players should RP things, GM's will not be there 100% of the time during a raid, and thus some of these RP options aren't viable. Every fort has to be possible of taking over, within the means of MC mechanics, without aid from a GM and without breaking blocks. That's why I proposed a GM always do a sweep of forts to see if they can be taken, or to see if there are any unnecessary traps so the GM can tell them not to use them, or what their limitations are. That would have been the case if there were a GM online, if not every fort SHOULD have the possibility of being taken over using mechanics. I'm surprised the staff isn't taking a closer look at this and supporting this, this is obviously the opposite of RP, by abusing mcmechanics, avoiding realism and making things frustrating. Some of these are gimies, and some of these should have restrictions put on them.
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Gathering Of The Blackfists
River replied to Blackfist Clan's topic in Thales and the Fringe Roleplay Archive
((#DwarvesOP)) -
Gathering Of The Blackfists
River replied to Blackfist Clan's topic in Thales and the Fringe Roleplay Archive
((This made me laugh out loud, but yeah, great video, wonder where the MT went though.)) -
Of course it does, but who says bad isn't good, sometimes more bad is good for the server. Because being on the winning side isn't the defenition of RP, RP is RP, and making more posibilites is always better, even if it makes the playerbase meh. If you were to die, and IF the monk ( // Hellbot's Monk suggestion http://www.lordofthecraft.net/topic/112671-monk-rp-enhancement/ and finally here, my money suggestion in this post. The only worthwhile things to look at in order of most practical/useful ideas to implement based off threads made in the last few days. But as I said earlier, even with a list of all the things admins/developers should be looking for, they won't look. actually, they'll look, and do little to nothing, not even say "we aren't going to implement that" so that our ideas are unanswered, making us feel like we can continue to fight for our suggestions because it hasn't been brought to their attention. P.S. Not to say my money suggestion is amazing, but in terms of how in deaph and realistic it is of being implemented it's ranked 4, now that I would even implement it because 90% of the staff would have to agree to it. Ideas are still ideas.
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uh-uh, you could make the currency gold nuggets, which would encourage banks and hidden stache in peoples house for robbers. you can easily code the shops to take a certain amount of golden nuggets from your inventory for the item. You can also make it so that a number of gold nuggets are transfered to your inventory upon donating. This would also add natural inflation to the economy by making gold useful. Bam. This would encourage players not to go walking around with their money and create a sense of caution. In order to make it so that players don't naturally mine gold and say "lookie I haz money" you'd have to get the nuggets named which can only be done at some kind of mint building that is responsible for turning golden nuggets, into actual nation minted money. Making it so that players have to bring their gold to be minted for a price. Buuuuuut this ain't gonna happen because only .01% of what players suggest are actually implemented. Mostly because they're dumb ideas, but this is a good idea, yet still not going to be implemented because it doesn't fix anything, simply makes it different and expands possibilty of RP in numerous ways, which sooooo isn't worth over the system we have right now.
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Well it would be an interesting addition, but perhaps, don't fix anything that isn't broken? still a good thought though, but it makes things tedious for no reason.
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Well, a player monk could be a useful addition on a battlefield and might encourage more RP, while off the battle field they also have some kind of reason to do religious things, and can encourage more church/exc. kind of stuff. These monks can also use the Nexus-Magic plugin to heal people and can act as any trinity healer, in addition to being a monk who can provide some more RP. You can make it so that that any NPC with a priest skin can resurrect players. Personal Monks can also be an additional Donator Perk for higher tier donators who own a plot, and can have a personal monk resurrect them free of charge (maybe, weird idea) who would be stationed somewhere on their plot. The more I think of player monks the more I like it, these monks could also learn the stereotypical spells any cleric/monk would know, cure (cure target of any debuffs), heal (heal target for 4 health [ 2 hearts ]), protect (grant target temporary 4 health [2 hearts]), exc. who can fulfill a combat, RP and resurrection purpose.
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So in soul form, there is a way in minecraft where someones skin can be transperant, almost ghostlike, if the coders can find the source code or find out how to do that, that would be the ideal form all wondering souls should possess. That could help improve the whole wondering soul system altogether by actually seeing them, but knowing they aren't supposed to be seen. Another cost to the player in addition to perhaps a 24 hour/ 7 day cooldown (I have litterally no idea) is a mina cost and a temp. debuff so that players return to the battle hindered in some way, while also putting a hole in their pocket, that way players think twice of resurecting and when it's worthwhile to do so or not. It's not as straight forward but I don't really know systematically how it would work. In my mind when I was reading this, this is how my mind played it out: Your character dies, their head is left behind with a lock on your head for maybe 2-5 minutes and when you press "Respawn" you appear over your dead body in this transparent form, from there you will have to run to the nearest monk and begin this resurrection process. Once resurrected, you either appear where you once died with some kind of debuff (or not) and 500-1000 less mina than you did before you died It seems like a good idea, I don't agree with it or disagree with it, I would leave that to other people to decide since my head isn't very clear on the subject matter, but these are some ideas if it were to be implemented.
