Ithaedam wrote: ↑
Sat Apr 29, 2017 5:24 pm
BlitzCraig wrote: ↑
Sat Apr 29, 2017 5:07 am
to explain - the only way you'd respawn close to death is if you died from HP/ health loss (then only lose 10%,not 20) -- if you die from "survival failure" you'd respawn with survival bars all at 0%
As for the "survival counter" idea... i really love it. In first couple days of game, I recommended adding a counter that showed how long (game time) you had been alive - other players would see it too, so you could kinda "show off" a bit
... however, I didn't think of using for anything that really mattered... your idea does that, and i love it. personally, I'd simplify it a lot, and just say like every hour you survive your "XP loss" goes down by 5% or something like that (as an example) so using the current 20% xp loss upon death, if you survived for 2 hours before you died, you'd just lose 10%... if you survived 4 hours, you'd not lose any xp - something really simple like that
This brings about the same mechanic of sitting and waiting for the timer to build up blitz
but i like that idea! Maybe after they get everything fixed up it can become a achievment to survive x amount of hours without dying. But i like the counter idea alot, especially if it came with rewards or buffs and such.
I also would like to say i believe exp loss should be incremental or have varying levels. Like if your level 0-5 no exp loss. It is small numbers and everyone is stuck here mainly. Then itd be like 10% up until lvl 20 then 15%. The incremental increase could be combated with skills and other ways to decrease xp loss, maybe have intelligence reduce it by 1% every 5 points invested?
How about we make it so that sitting it out on your ass-hat isn't an option? Currently thirst/hunger build up fully for about 2-3 hours, I think (I've only played for a couple of days, but still). So you'll have to waste some food and drink, not to mention rad meds, to stay alive for that time. However we can combine the two ideas (two death types and survival counter) to make it even more usable (and harder to exploit):
We set the HP-death penalty at 10% WITHOUT survival stat reset.
Survival death is at 20% WITH stat reset.
For the first two hours you ONLY lower the penalty from HP-death 5% at a time.
For the next four hours you lower the survival death penalty 5% at a time.
When you reach the six-hour mark you get the added bonus of survival stat reset for your next HP-death.
After playing for some time I started getting closer and closer to survival death (haven't happened yet to me though) - I get better at evading HP-death, get better equipment, etc. This means that at some point (and based on the way you play) the pressure from survival death becomes greater, and at that moment you should already be free from HP-death penalties. It's a way to reward people for learning to evade dangers, but discourage idling in town.