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Author Topic: death-that-does-not-heal-you + looting unconscious + tapping out  (Read 11319 times)


I bundled some different ideas in this single thread because they all are related to each other. I know some of these suggestions were considered months ago, but as I still think they would make the game better, I bring them up again and also present some theoretical solutions to problems people fear they would cause.


1. Crippled body parts, poison level, radiation level stay after death

Death should never be considered an option by a player. And currently, death's healing properties give some incentive to die. Why look for doctor to heal your eyes or some rad-away to recover your stats when you can just die? Meanwhile, we've got a whole useless profession...

current cons: but greeferz will keep cripelin evrythin ther is to cripel! antidot?? cmonn! this game iz omgrpg not simcity! i dont wannuh waist my time lookin for som stoopid antidot lol
solution: a) making it impossible to cripple or score a critical on creatures that have 0 or less HP.
b) tapping out

On a side note, poison and radiation could use some improvements. Poison could cause more damage (or more quickly) and there should be much more ways to get radiated. But this is a whole new subject.
In case of radiation death, radiation should be lowered to almost-lethal level. Similarly with poison depending on how it would work in the future.


2. Looting unconscious
Make unconscious humanoids lootable. Maybe I just want to take someone's cigarettes and caps, but let them keep their leather jacket and Desert Eagle they played whole day to get. There should be a possibility to be a robber not a murderer. The victim could be just left in the wastes to recover or could be healed if the robber was a "nice guy".

current cons: greefurz wont have an insentiv to kill me and will keep me below zero all teh day!
solution: tapping out


3. Tapping out
The idea I got from playing RTCW back in the days.
When in unconscious state (caused by having 0 or less HP), player should be able to "tap out" (either by clicking on some new icon, or by pressing a key, or by typing in a command -- anyhow) that is to just die and wait for respawn forfeiting the chance to be healed. Technically it could work by self-inflicting 20 points of damage.
« Last Edit: January 22, 2010, 12:22:27 pm by Archvile »
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Surf

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Re: permanent crippling + looting unconscious + tapping out
« Reply #1 on: January 19, 2010, 03:42:25 pm »

Excellent.
I vote for "yes".

Bantz

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Re: permanent crippling + looting unconscious + tapping out
« Reply #2 on: January 19, 2010, 03:52:42 pm »

I vote yes for the points 2 and 3.
 

ChikChik

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Re: permanent crippling + looting unconscious + tapping out
« Reply #3 on: January 19, 2010, 04:48:12 pm »

1 and 2 takes my voice , nice ideas !
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Rynn

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Re: permanent crippling + looting unconscious + tapping out
« Reply #4 on: January 19, 2010, 05:26:13 pm »

1. Crippled body parts, poison level, radiation level stay after death

[...]

This feature have been implemented for several week (maybe less... don't rembemer) before the wipe. And have been remove cause all low level character who have crippled legs are not able to escape random encounter.
Most of hem have not improve their outdoorsman skill and can't dodge random encounter... and cause of their crippled legs, they can't run away... and die.
So they respawn, try to go in some city... been trap in a random encounter on the way... and die
... and again... and again...

Maybe some NPC doctor on spawn map can solve this issue, but how paid for their service ?
Re: permanent crippling + looting unconscious + tapping out
« Reply #5 on: January 19, 2010, 05:32:52 pm »

Nice.....i vote for that.....
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Re: permanent crippling + looting unconscious + tapping out
« Reply #6 on: January 19, 2010, 05:36:07 pm »

Pay must be binded with the character lvl.
5 caps for the 1 lvl
1k caps for 12 lvl

(its just an exapmle)
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Jimmy King

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Re: permanent crippling + looting unconscious + tapping out
« Reply #7 on: January 19, 2010, 06:09:54 pm »

Quote
Pay must be binded with the character lvl.
5 caps for the 1 lvl
1k caps for 12 lvl

(its just an exapmle)
Yeah! Go PVP and barter alts! You know, not everyone can get caps that easly.
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Reconite

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Re: permanent crippling + looting unconscious + tapping out
« Reply #8 on: January 19, 2010, 06:10:23 pm »

Number 1 was tried out before and there were A LOT of complaints, I don't think it's a good idea to go through that again. As for 2 and 3, I'm up to see how that would work.
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ChikChik

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Re: permanent crippling + looting unconscious + tapping out
« Reply #9 on: January 19, 2010, 06:11:15 pm »

Pay must be binded with the character lvl.
5 caps for the 1 lvl
1k caps for 12 lvl

(its just an exapmle)
It means that players must have something like replication balance, so it starts to looks like TLA's hell
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Re: permanent crippling + looting unconscious + tapping out
« Reply #10 on: January 19, 2010, 06:14:56 pm »

I like 2 and 3.

Number 1 was really unpopular for a reason.
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RJ

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Re: permanent crippling + looting unconscious + tapping out
« Reply #11 on: January 19, 2010, 06:22:58 pm »

1. Wow! Now that will be so awesome for people that have NOT tagged doctor skill to get anywhere from spawn with crippled leg espescially nowadays when most of encounterd NPC are running after you.
2. Most people loot everything they can from dead player. Not sure if this feature is worth implementing.
3. Tapping out is fine. Griefers will cry.
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Nice_Boat

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Re: permanent crippling + looting unconscious + tapping out
« Reply #12 on: January 19, 2010, 06:39:20 pm »

1. Yes. It was there, it was nice, I want it back.
2. Hell yes. I could just put someone down, search him checking whether he's dangerous or not and then FA and let him go or finish him off. We did this with steal anyway from time to time, but it didn't guarantee success due to items in the active slots and having to pass a steal check if we wanted to loot.
3. That's nice. Would make the GMs job easy too - they wouldn't have to watch for abuse and could let the players decide whether they want to lie there hoping to be rescued or throw in the towel.

All in all, splendid ideas mate.
Re: permanent crippling + looting unconscious + tapping out
« Reply #13 on: January 20, 2010, 12:46:36 pm »

Quote
This feature have been implemented for several week (maybe less... don't rembemer) before the wipe. And have been remove cause all low level character who have crippled legs are not able to escape random encounter.
Most of hem have not improve their outdoorsman skill and can't dodge random encounter... and cause of their crippled legs, they can't run away... and die.

Really? For the last two weeks I have played almost every day trying a few new chars and I have been crippled TWO times. Let alone that often I can travel for a minute or two not encountering anything.

Even if it happens so that you get an injury fighting with scorpions, even when the injury happens to be a leg, I still doubt that anyone would be so unlucky to not make it to town three times in a row. And all this was to happen on a daily basis.

It reminds me of when I played F2 on my old 486. The encounter rates somehow depended on the speed of computer. I was on my way from Den to Vault City for the first time. I had like two encounters for every square. Enteringing or leaving a map was so slow and loading a game after each death meant not less than 3 minutes of waiting. It took me a whole evening to make it to safeheaven of Modoc (what a nice surprise it was).  Did I have fun? Hell yeah. And now that I hear all those whines...

But fine, I can understand that not everyone is so patient and it can be hard for new characters, especially for new players. But this isn't a reason to remove the whole feature and dumb the game down just like that. There are many ways to solve it:
1. chars with level <x get injuries healed automatically <facepalm>
2. make doctor timeout based on character level and greatly reduce it for the lowest levels
3. in every hospital put an NPC that offers to safely escort you to (the vicinity of) the nearest town (if you're (leg-)injured) (for low levels).
4. alter doctor skill to make it a bit easier for everyone

anything...

Finally, what every player can do: don't neglect your skills. Or do if you want to roleplay a wasteland-inept character.

Quote
1. Wow! Now that will be so awesome for people that have NOT tagged doctor skill to get anywhere from spawn with crippled leg espescially nowadays when most of encounterd NPC are running after you.

It's the exactly same argument as saying that enemies shouldn't be able hurt you too much or kill you because it will make the game too hard for anyone who hasn't tagged a combat skill.

I know it's just a game, it's not supposed to be 100% realistic, but if we've got this make-believe setting than why won't you just play along with it? This is wasteland, goddamn, everyone should know some elementary survival skills.
Most injuries can happen in PvP, which is pretty much voluntary. So if you suck at it then just live with the shame when rats eat you on your way from respawn.


Quote
2. Most people loot everything they can from dead player. Not sure if this feature is worth implementing.

Because it's easier to just "take all" with one click and then throw it away later. Doesn't matter since the victim probably isn't coming back, right? Some people don't do it because they aren't total assholes or just would like to roleplay someone who's not a total asshole. Robin Hood wouldn't murder you for a pack of smokes or whatever...
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Lexx

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Re: permanent crippling + looting unconscious + tapping out
« Reply #14 on: January 20, 2010, 12:55:45 pm »

Not sure now 100%, but if I remember correct, one of the biggest problem with perma-cripple was uber-unarmed characters who spawn camped respawn points and crippled as much people as possible. Also keep in mind, back then it was far more easier to cripple someone-- The cripple chance has now been reduced over the last time.
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