• Real Survival benefits: persistent buffs?
    11 replies, posted
Just wondering what people think of having buffs that increase the longer you are alive, to reward actual survival? Not talking anything excessive, just for example; 5% increase in gathering speed per 24hrs alive up to max increase 40%. 5 points health increase per 24 hrs alive up to extra 25 points. Try and encourage people to stay alive a little longer. Combined with durability, item rareness, could make the game less COD. Etc etc...
So I support the idea of making death less meaningless but more through a different set of incentives. Simply displaying survival time could be a point of pride, growing beards could be a fun mechanic that other people have suggested. On the negative side you would lose crafting knowledge and access to your doors (you're a different person). I'm not a huge fan of bonuses as they seem artificial at best and at worst may contribute to an undesired level of "rich get richer and poor get poorer".
admittedly my concern would be the benefits to kev crews dominating a server. they are unlikely to be killed anyway as they have progressed to the best armour, m4's and medkits in a pretty metal base right next to a rad site. now they also get a bonus for their harvesting based on how long they have been alive...which they achieve by killing everyone on sight, naked or not. i like the idea of incentives not to die, but think its better to give superficial benefits until the games balance is improved.
maybe some experience tree can be nice. like in GTA san andreas. if you gather resourcess then after some time you can gather them faster. if you run a lot so after some time you can run a little bit faster. and etc... when you die those experience will restart.
I really like to level up.. If that'll be made possible i'm happy. Even if it's just like super small bonusses of 10% faster walking/resource gathering.
I guess its a good Idea but it has to be balanced and dont boost groupplayers on the max limit
The devs said they don't want a skill system IIRC, and I don't want it either. Still gives advantages to old players on a server against newcomers.
As commented above.. You die and you lose access to your house... Only way back in is by crafting (Costs a hell of a lot) keys, You would have to hide these keys in the open world and retrieve them to get back in, or wait a set period of time. The keys would have to be low render distance like burlap sacks and not decay. This would open up the possibility of people finding keys and trying to figure who's damn door they opened.
I don't think the average player is going to be motivated to stay alive based on getting a bigger beard? It's a nice idea to show who is senior, but I can't imagine people caring about it that much. I feel that buffs gained by staying alive and completing tasks would not only encourage more defensive play but would make sense in a game context. Surely if I craft 10 hatchets I would be better at making them and so could make them faster? If I gather lots of wood I become better at it? The more miles I run the fitter I am so I can run faster? I understand people's concerns that it will just make the rich richer. But basically I feel a survival game should somehow reward survival!! Maybe though it only seems this isn't the case in the current world where crafting an M4 and kevlar is very easy. Perhaps if Garry moves towards making the better items very very hard to come by then survival will become more important. Unlike now where the kev player has 10 sets of armor at home and doesn't care if he dies.
[QUOTE=Tripper3k;45250565]I don't think the average player is going to be motivated to stay alive based on getting a bigger beard? [/QUOTE] Speak for yourself. [video=youtube;KnbsPLTyxCk]http://www.youtube.com/watch?v=KnbsPLTyxCk[/video]
Definitely for the beards! True that giving bonuses gives advantage to players who are already dominating. On the other hand they would have to be more carefulm coz now if they die they just grab another set of items in their base and continue. If the lost bonuses or even lost access to their base, that would make them less agressive i think. Also, making less weighted players run faster would make a lot to balance the naked guys harvesting. And I think that randomly generated map gives the new players better chance to get lost, because there won't be centres of interest.
there are teh LES and skills oxide mods : [url]http://forum.rustoxide.com/resources/l-e-s-level-and-exp-system.294/[/url] thats per server of course, nothing persists across servers. [editline]30th June 2014[/editline] [QUOTE=Tripper3k;45250565]I don't think the average player is going to be motivated to stay alive based on getting a bigger beard? It's a nice idea to show who is senior, but I can't imagine people caring about it that much.[/QUOTE] the whole growing beard thing is actually something that's been suggested and requested many times over in the forums. Garry did talk of considering it if you poke through the last thread or 2 on it.
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