• Evolution of the character
    11 replies, posted
in my opinion, more time without dying more experienced our character should be, in other words, gather resources more faster than another players with the same tool. This way encouraged the players to be more careful to preserve its character
or faster runner
Don't make it about who lived longer. That'll result in people being afk all night blocking the servers. A very slow rise of the amount you harvest per hit should take place when you harvest that item. If I hit a tree maybe 40 times, you get one extra wood per tree and so on. Just as an example, of course you'd need to balance it. Then people might be more careful about their lives without punishing new spawned players too hard. You learn how to chop wood as you chop wood, until you die. Same thing with animals, maybe 5% more cloth with every animal you harvest or something. 5% of the original amount of course, so 100 for the first bear, 105 for the second, 110 for the third. Then you get a horse and it's 58 because you killed three animals before (50+3+2+3) I think that sounds fair.
[QUOTE=Sheytan;47851888]Don't make it about who lived longer. That'll result in people being afk all night blocking the servers. A very slow rise of the amount you harvest per hit should take place when you harvest that item. If I hit a tree maybe 40 times, you get one extra wood per tree and so on. Just as an example, of course you'd need to balance it. Then people might be more careful about their lives without punishing new spawned players too hard. You learn how to chop wood as you chop wood, until you die. Same thing with animals, maybe 5% more cloth with every animal you harvest or something. 5% of the original amount of course, so 100 for the first bear, 105 for the second, 110 for the third. Then you get a house and it's 58 because you killed three animals before (50+3+2+3) I think that sounds fair.[/QUOTE] Thats my ideia bro ;)
[QUOTE=Sheytan;47851888]Don't make it about who lived longer. That'll result in people being afk all night blocking the servers. A very slow rise of the amount you harvest per hit should take place when you harvest that item. If I hit a tree maybe 40 times, you get one extra wood per tree and so on. Just as an example, of course you'd need to balance it. Then people might be more careful about their lives without punishing new spawned players too hard. You learn how to chop wood as you chop wood, until you die. Same thing with animals, maybe 5% more cloth with every animal you harvest or something. 5% of the original amount of course, so 100 for the first bear, 105 for the second, 110 for the third. Then you get a house and it's 58 because you killed three animals before (50+3+2+3) I think that sounds fair.[/QUOTE] Sounds like it would stack too fast. I would have it capped at about 10%, and it should take you days to get to that level. But I think there are better ways to go about this. Penalising death is good though. I like the idea someone posted recently about having less health if you /kill upon respawn, and it would stack if you respawned within a certain amount of time. I think if this were tweaked right, it could put an end to people just throwing a sleeping bag down outside every rad town and cycling them. If they didn't have enough health to actually make the rad run and survive for longer than three seconds because they already /kill'ed recently, it could mitigate this. It's always seemed unrealistic to me, but it's a good tactic so many people do it.
I would rather see a randomized character every respawn. It would add flavour, but still keep the balance. Im talking about like someone is small, someone is bigass, has small recoil, runs fast, runs slow, runs long...
[QUOTE=Sheytan;47851888]Don't make it about who lived longer. That'll result in people being afk all night blocking the servers. A very slow rise of the amount you harvest per hit should take place when you harvest that item. If I hit a tree maybe 40 times, you get one extra wood per tree and so on. Just as an example, of course you'd need to balance it. Then people might be more careful about their lives without punishing new spawned players too hard. You learn how to chop wood as you chop wood, until you die. Same thing with animals, maybe 5% more cloth with every animal you harvest or something. 5% of the original amount of course, so 100 for the first bear, 105 for the second, 110 for the third. Then you get a horse and it's 58 because you killed three animals before (50+3+2+3) I think that sounds fair.[/QUOTE] Just like the Hunt plugin, mhh?
[QUOTE=mestermagyar;47851992]I would rather see a randomized character every respawn. It would add flavour, but still keep the balance. Im talking about like someone is small, someone is bigass, has small recoil, runs fast, runs slow, runs long...[/QUOTE] It's a good idea, but people would just cycle kill until they got what they wanted. Maybe you could make /kill only be used once every half an hour? Then the handcuffs might get more interesting. "Shit, I just got handcuffed, and I /kill'ed ten minutes ago to get out of that trap base :("
[QUOTE=withnail;47852011]It's a good idea, but people would just cycle kill until they got what they wanted. Maybe you could make /kill only be used once every half an hour? Then the handcuffs might get more interesting. "Shit, I just got handcuffed, and I /kill'ed ten minutes ago to get out of that trap base :("[/QUOTE] That is the reason they want punishment for death. Remember? Killing yourself makes you have new abilities, but you spawn elsewhere. Oh, spawning in your house already has a waiting time. EDIT: easy to solve: /kill wont get you a new randomised character. Dying within 30 mins of respawn neither.
[QUOTE=mestermagyar;47851992]I would rather see a randomized character every respawn. It would add flavour, but still keep the balance. Im talking about like someone is small, someone is bigass, has small recoil, runs fast, runs slow, runs long...[/QUOTE] I like this idea a lot. Maybe have it so you're stuck with same stats for a day to prevent death grind?
[QUOTE=itisjuly;47852108]I like this idea a lot. Maybe have it so you're stuck with same stats for a day to prevent death grind?[/QUOTE] Hell, even that. People would have to learn role play, to learn conform. Finding out how to do that is a way of fun. More fun than grinding, which this game is currently full of.
Great ideia, this will balance the game. No more stupid death grind
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