Other > Suggestions

Death... and consequences of it.

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kraskish:

--- Quote from: Killy on August 25, 2010, 03:07:58 pm ---and it does, full loot does it tell u something ,weakness, spawn somewhere else with 5 hp.
dont u all think its enough

--- End quote ---

No. Try it IRL. you dont even have 5hp

Well there can be many stories, stories are not the problem. Yeah, you die, you need to work like a slave as a punishment but then you are rewarded for this work with hope youll do better, so actually this punishment and reward is good as it reminds you how serious it is and also gives you something to avoid it (lvl 0 gun)

The stories can be:

"NCR rangers found your body and revived in order to use some cheap labour to gather minerals" (you get primitive tools or hammer?)
"Hubologists found your body, sampled DNA and cloned you to be their slave to gather fibre for their robes" (you get a knife)

The problem is killing in those zones. I guess it should be guarded. Stealing disabled

gordulan:
technically the tier 0 small gun (mauser), it sucks balls, literally, so IF we're even going to discuss giving tier 0 weapons the weapon given out should be the 10mm pistol, I don't even get why it's craftable in the first place... it should be a collector's item...

avv:

--- Quote from: Gatling on August 25, 2010, 03:18:44 pm ---Death is inevitable in the game, but some act like it has no meaning. I hope to change this.
Also note: CUTTING TREES was Example, oi, quit acting like that is what will happen.  I hope it won't be so boring, though considering the number of respawns, some probably are going to be more tedious than others.
--- End quote ---

Okay but what's the point of cutting trees in first place? It has exactly as much point as some encounters after levelling to 21. I mean when you're at level 21 encounters like radscorpions and rats are nothing but nuisance, they add nothing to your gaming experience. Neither would some time-sink job when you die.

To give living and dying a purpose there has to be something that you lose when you die and get when you live. This could be reputation, for example. When you die, your reputation worsens and you become more like a loser or miserable hobo. Npcs will laugh at and spit on you, players will be aware of your pitiful state. But when you stay alive and experience harsh situations (not grinding centaurs) you become more adored and famous. This reputation could be then utilized in various ways.

Another thing could be hunger, if ever food and water was implemented. After defeat you're in bad shape and have to drink and eat. Otherwise you'd be weakened and couldn't fight or craft profesion items. This way food&water would be important resource because having it would make gangs and factions be able to send freshly defeated soldiers back in action fast.

Rejfyl:
    Everyone knows that its not about cutting tree. Cutting tree, fiber, mining some resources, making some quest will be boring. I know i wrote that in my previous post, but i think that you dont realise that you will make that thing after every death. And death, especially on low levels is very common. So after first 50 death it will be just mindless clicking. I agree that death need some penalty but i really dont like your solution.

What about:
-adding new kind of addiction "weakned" which is gained after death and last for 20min. It lower your stats/skills by 1/2. 
or
-penalty to experience points


Wyzack:
IMO dying already suck enough for newbies. I find the random respawn a huge hindrance, as getting suicide bombed in NCR and then respawning near klamath is a huge pain in the ass. I feel like stricter penalties for death would discourage new players greatly, as newbs die quite often.

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