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Poll

What would you like to happen on player death?

Full Loot - Lose everything on death, the wasteland is harsh
- 8 (44.4%)
Partial loot - Keep your broken armor, at least you can try to bluff about how strong you are, but you lose everything else
- 2 (11.1%)
Partial loot - Keep your armor, lose everything else, but you lose XP upon death, and your character is randomly crippled
- 1 (5.6%)
Partial Loot - Keep your armor and equipped items
- 1 (5.6%)
Carebear Loot - Keep all your goods, death is nothing to be afraid of
- 1 (5.6%)
PERMA DEATH!!! Game Over, please reroll your character
- 5 (27.8%)

Total Members Voted: 17


Pages: 1 [2] 3

Author Topic: Death Poll  (Read 5158 times)

Pozzo

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Re: Death benefits
« Reply #15 on: July 11, 2010, 02:38:36 pm »

Quote
There is another solution - permadeath. Everyone would walk in the best armor they have and with a couple super stimpaks in their pocket.
It takes away from game immersion if I kill someone and the character returns alive after 2 minutes.

Another solution : lose experience points for death. It will increase interest in playing 1 character and people will think twice before going in a town with a mauser to kill bluesuits, or before going in NCR with dynamite, and so on... (but it would need to be balanced because nobody wants to lose xp gathering some ore, for example)

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Izual

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Re: Death benefits
« Reply #16 on: July 11, 2010, 02:40:01 pm »

Maybe the closer you are to level 21, the more you lose XP on death ?
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Nice_Boat

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Re: Death benefits
« Reply #17 on: July 11, 2010, 03:07:00 pm »

Full loot makes hostilities between players meaningful and is very post-apo, and so is poverty. Technology and equipment are more valuable than life, the idea of killing someone to get his stuff is probably one of the most common recurring themes of the genre. Moreover, this game's balance is mostly dependant on its economic system, I don't even want to start getting into how atrociously raped it'd be if people could save their stuff upon death... I mean, what would they be risking in terms of material belongings? It'd be linear progression, with even the least skilled players running around in top-tier armors waving top-tier weapons - which currently is mostly used by people who do understand how to play.

Diminishing experience is just beyond retarded. It's almost as bad as perma-death. What reason would you have for NOT killing a weaker player? Right now I can at least give him back his stuff, somehow I don't think I could give him back the exp. It'd just lead to massive griefing and depopulate the towns. I mean, who would risk being bursted by 5 lvl 1 big gunners who somehow magically keep their Avenger Miniguns after forcing you to spend the next 2 hours grinding to get back to 21? Who would PvP if death meant you basically become useless for the rest of the day? What do we want, one fight a week? Great idea if what you want is killing the game. And it's not even that you'd have the wet dreams of a safe north realized because of less gang on gang fighting - if anything, everyone would be shot on sight because a) delicious tears and b) gang members being bored.

And it's not even that this idea is based on a real, existing need for change. Equipment is ridiculously easy to get once you know how, there are quests that get you low- and even mid-tier stuff for free - if anything, make more of those or give us repeatable ones. Moreover - complaining about bluesuits? What the hell? The issue is basically non-existent because the vault suits go down once we transition into full 3d, it's just not worth it rebuilding the game to get a temporary fix.
Re: Death benefits
« Reply #18 on: July 12, 2010, 01:51:39 am »

The poll forgot to leave in the option for complete disapproval.

Death consequences are more useful.  I think we should use the suspension tanks as Cloning Vats where you'd spawn (same random respawn points), have them cheap to begin with for low level players.  100caps initially, up to something like 5000 caps for a lvl 21 clone.

Full loot is certainly the best route, diminishing experience be alright.  If you have a clone update (available all over, your characters DNA is saved)  Experience would be lost back to that point.  I also think implementation of Clone Failures would make things interesting.  The longer you live, the more times you clone, the more chance you have to screw your Statsheet.

Basically it would make the game easier for a newer player and eliminate the idea of a wastelander living forever in a post apocolyptic world.
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Re: Death benefits
« Reply #19 on: July 12, 2010, 04:00:46 am »

No, just not caps, i dont want another TLA here, I dont know how it is should be any good for newbie. When i come into game i just didnt know where to get money, and i died a LOT so if no free respawn i would stuck right on 1-2 lvl + noobkillers all around will not give you chance to get xp free for firsts lvls. I like XP losing idea more? couse it makes abusing alts harder, when one guy have 3-4 caped chars on global above battle he just change them coming into batle one after another (yep i know fast relog, but thats still avoidable) its realy change balance.
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Re: Death benefits
« Reply #20 on: July 12, 2010, 04:49:33 am »

No, just not caps, i dont want another TLA here, I dont know how it is should be any good for newbie. When i come into game i just didnt know where to get money, and i died a LOT so if no free respawn i would stuck right on 1-2 lvl + noobkillers all around will not give you chance to get xp free for firsts lvls. I like XP losing idea more? couse it makes abusing alts harder, when one guy have 3-4 caped chars on global above battle he just change them coming into batle one after another (yep i know fast relog, but thats still avoidable) its realy change balance.

Older characters won't risk n00b PKing since their character could ultimately suffer major consequences.  Its not the money that counts, a n00b can pay 100 caps (that is nothing, 1 mining run you'll make about 1000 caps).    But if you die at lvl 21 you pay much more for replication and the older your character the more chance you clonefail (lose mass experience or few stats?)
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Re: Death benefits
« Reply #21 on: July 12, 2010, 08:25:37 am »

punishing people for deaths will mean new players will not continue playing after their tenth death and old players will use more alts for mining/crafting/everything except for pvping.

Broken armor is a great idea. Unfortunately the wastlznd iz hazrxhsh crowd dominate these forums.
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Re: Death benefits
« Reply #22 on: July 12, 2010, 10:37:20 am »

I think we should focus on armors. What I'd like to see in this game is incredibly hard armors to have, but unlootable ones. That's more rpg-ish imo.
So I don't understand now, why don't you put power armors to the game then? They exactly fit your ideas, they are hard enough, and unlootables.
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Re: Death benefits
« Reply #23 on: July 13, 2010, 01:00:27 am »

There is another solution - permadeath. Everyone would walk in the best armor they have and with a couple super stimpaks in their pocket.
It takes away from game immersion if I kill someone and the character returns alive after 2 minutes.

I vote for perma death server! bring it on!!!!!
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Swords will cut you wide fucking open!
Re: Death Poll
« Reply #24 on: July 13, 2010, 01:21:05 pm »

argh, of course full lewt...
That kinda keeps me playing; makes the game more challenging and fun.
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Re: Death Poll
« Reply #25 on: July 13, 2010, 01:27:36 pm »

Crafting brings overflows of ammo and items, wich makes wasteland into some mad warfare with fallout background, wich i dont like. Thats why I'm versus any crafting, and looteable npc, atleast as much as you can meet today. If they would be really rare (like in f1) it would be much better.

Also I would support this.
Quote
There is another solution - permadeath. Everyone would walk in the best armor they have and with a couple super stimpaks in their pocket.
It takes away from game immersion if I kill someone and the character returns alive after 2 minutes.

And TC.
Right now TC looks like some army in BAs with miniguns and tons of ammo comes from some high tech sttelment and takes town, but killing everything that moves. But in theory it should be something like raider/rangers war, where they count every bullet, gun and man they have.
People don't care if they will use 40 ammo or rocket on useless jacket, or even nothing. Doesn't look like wasteland to me :>

Ofc its not the only problems, and who knows what devs are making, but I think you should see my point.
« Last Edit: July 13, 2010, 01:29:15 pm by Wire »
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Winston Wolf

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Re: Death Poll
« Reply #26 on: July 13, 2010, 01:56:47 pm »

I totally agree with Wire. Wasteland always was a dangerous place for me where you have to do everything to survive. As somebody suggested in another thread, high tech stuff should be craftable at special locations like Mariposa or SAD only. That would cause a big resource war and require a good strategy because you just have Desert Eagles, Laser Pistols and Leather Armors. I bet many people hate such ideas because they can't play World War IV anymore, but I hope the developers make it much much harder to be Frank Horrigan Junior...
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Imprezobus

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Re: Death Poll
« Reply #27 on: July 13, 2010, 03:35:31 pm »

Frank Horrigan senior.
Average powerbuild in Fonline kicks ass average Fallout Boss (or any fuckin boss in there) w/o greater problems.
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Crazy

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Re: Death Poll
« Reply #28 on: July 13, 2010, 03:45:16 pm »

Frank Horrigan senior.
Average powerbuild in Fonline kicks ass average Fallout Boss (or any fuckin boss in there) w/o greater problems.

I have recently finish Fallout 2 with a FOnline powerbuild (even better with sniper perks, special improvement etc...). It's fucking true.
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Imprezobus

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Re: Death Poll
« Reply #29 on: July 13, 2010, 07:04:31 pm »

well, my dude can hit for like 600 while being immune to normal/lazur attacks, having 250hp (anyone had that much in f2 ever? Ive ended it on like 130 always)
compare that to any boss in there :P
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