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Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: Imprezobus on April 02, 2010, 04:14:07 am
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This idea came to me after reading some whining bout dieing, april fools day and watching my friend playing DBZ map on Wracraft 3
At start lets make some analysys
what is the problem with first verision of spawning?
If we die - we're taken to the closest respawn point. This is pretty cool if you dont want to be dead and you want to participate in the thing you were doing before you died, but as it has been said: being back in town minute after being dead is not what we want
ok, second version of spawning, random spawn point:
you can:
1. get exactly here where you wanted to be, and retun in 1 minute
2. get exactly there where you dont want to be, and spend lots of time to retun to base/tent/city/whatever
3. say that place you woke up sucks and perform suicidial attack barehanded
as we know, both of this version sucks badly
way to ballance? dream-quest
every dead player would have to perform small random task, based on the tagged skills (like 3 of mini-quests per skill) or small completly random quest (based on the Devs face while making them). after pefrorming it he would woke up in terrible shape - at the nearest respawn point
this idea combines what we need:
ability to retun, without traveling 30 minutes with PvP char
time spend on being dead, before we retun: aprox 5 minutes for everyone - and then respawn near the place when you died
also this could give some more roleplay feeling into game (groups of merchants saying that they found you and you acted like having a nighmares)
i know the idea "has potential" but it seems that im completly drunk, so sorry for my english
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I think dying should actually suck. Don't die, it's about survival.
Now, I don't want to be off topic. Let me see if I understand your idea: you want everyone who dies to make a quest? over time all quest will be annoying :-\
If you want to delay 5 mins just do it directly, and after that you respawn in a pre-set respawn point.
Still, I like the way it is now, because the last thing you want is to die, and that's totally right.
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I want Replication stations and The Hell like in TLA \o/
C'mon bluesuits, let's punch this turret !
;D
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I think dying should actually suck. Don't die, it's about survival.
over time all quest will be annoying :-\
these are short task, so it wouldnt be that bad. Every death is your own portion of shit you're gonna encounter with
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I'd rather have staying alive encouraged, not dying punished.
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current respawning system is great no changes needed. Buy hotel in klamath or modoc if you need to keep respawning there.
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Wow thx to this topic I just got an idea:
When you die you will get into your "head". I mean it should be done like you are having OBE (out of body experience). You would get on crossroads and your character would look differently in this land like when you are sneaking. Also land itself should look like you are just imagining it with your mind = something could be pretty same since you remember it well, something should be absolutely illogical like talking animals, crazy shaped environment etc. When you die you will get ported to crossroads with 4(?) roads. One of them would be an easy way = you will just give up your fight and you will get respawned at random respawn point the moment you step on the exit grid from that way. Another road from crossroads should lead into something like battle where you join defense to protect small camp against deadly creatures and as soon as you kill them all (weapons/ammo/armor should be somewhere around) you will spawn at closest respawn point. Also this fight should be possible to finish in more ways. With better ch or speech you would talk good npc to join you and fight with you, with good barter you could get better weaponry etc. So everyone could finish it sooner or later (also fight itself should be time based meaning it should never take more than few miutes so after some time expired an event will trigger and creatures will no longer attack in waves but all remaining of them will go.
It's just crazy idea, but I like it. On such crossroads every road should hold a quest you should finish in order to respawn at closest respawn point. So one could be fighting based, another science/repair based etc... And the time you spend there should be based on your skills + some minimum time sink like if you choose to do one of the crossroads quests you will not be able to finish it under 2 mins but you will not waste more than 10 min also, since after that long you should ether win/loose the quest. Win = nearest, loose = random respawn point.
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Well, i agree that the old spawning system sucked and this spawning system is very random.... why it also sucks abit. When i die in Den and respawn near Hub, i wanna go punching pillow because my outdoorsman is 40...
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sius: you captured my vision perfectly, it was hard for me to gather all I came cause of the number of beers :D
got my 100% support
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I'd rather have staying alive encouraged, not dying punished.
How can you encourage staying alive if not by making you afraid of death? Why was hell (not TLA, the 'real' one) invented? To make people afraid of death even more because they think if they've done bad they will go there and be punished.
I can't see any other way to promote life than making death a horrible thing.
And Sius has a fairly good idea to pull that off. If you died as a bluesuit, you just take the easy road and be done with it.
If you want to be back close to where you died because your faction is in the middle of TC, then you have to work for it.
I'd make it more random though. Difficulty should be level-based, but also it should always be X% possible to have an easy quest and X% possible to have an impossible quest.
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How can you encourage staying alive if not by making you afraid of death?
Staying alive nets you certain benefits over time but when you die, you lose them. This way staying alive would be something to reach for but at the same time dying wouldn't be too rough for nubs who tend to die every second step.
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Staying alive nets you certain benefits over time but when you die, you lose them. This way staying alive would be something to reach for but at the same time dying wouldn't be too rough for nubs who tend to die every second step.
What benefits?
Faster exp gain? Level 21 PvP chars don't care.
More dmg or resists? Factions will have sets of alts to use in each battle because a "fresh" char does 10% more damage or has more HP than their last one who died just now.
Random items appearing in inventory? Everybody will have 10 alts just to see what they can get.
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well it does really annoy me as well when i get killed near san fra and i wake up near modoc...
this makes me go play another game coz i get angry..
and also it sucks because this makes every character need to have their outdoorsman at high lvls which is just bad, we are planned fighter chars mostly not outdoorsmen.
its ok that you should survive but you know that it is impossible the way the gameplay is at this time. if you spend some time on the world map without outdoorsman as a bluesuit you are dead2/1 times. even now if you wanna scavenge and you come up with raiders when u spawn urself on the map somewhere
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What benefits?
Faster exp gain? Level 21 PvP chars don't care.
More dmg or resists? Factions will have sets of alts to use in each battle because a "fresh" char does 10% more damage or has more HP than their last one who died just now.
Random items appearing in inventory? Everybody will have 10 alts just to see what they can get.
To get those benefits you'd also need to play, not just hang around alive.
What kind of benefits? Indeed more dmg, dmg resist, less craftng timeouts, faster travelspeed, reputation, anything.
They would be received when you do something significant like take over a town and keep it under your control long enough. Or win a boxing match in new reno/junktown.