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alternative death system brainstorming
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Alaric
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Post: #2
RE: alternative death system brainstorming
Not sure if you are going to really implement this in the game or is it just an idea. You make it quite difficult for yourself to actually carry it out.

The health can be in fact only one. I don't see the point to have "2 healths" - one for poisons and stuff, and one for physical wounds. It still represents your health condition. To make it easier, it still can be hits/maxhits and if the hits reach 0, the char faints. Dungeon siege 1 has it like this. The character is no longer a primary target for monsters (perma dead is quite pissing) and can be healed from it and soon can "come to life" again. But if there won't be any healers and he will be solo, hes prolly dead. Forever.

If it will be very hard to max up the character I would also inspire with.. (don't know how it is called - about 2 years old diablo style game) - there is a hardcore mode - its like the permadeath, but with a little difference. Hardcore players (no deaths allowed) have their own ranking system, better drops I guess, get more rewards, etc. but if they die, they will getthe status of a normal mode player. They won't lose their things, money, skills, but won't be anymore the elite.


And try to avoid insta-kills - like the fatal death. Let them have a chance to heal themselves from it. They won't like you, if a random (even if it was 0,0001%) ruins their game.

Conclusion: I would personally try to simplify it a bit. It will be easier not only for you but for the players to understand the system as well.
05-09-2014 09:30 AM
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RE: alternative death system brainstorming - Alaric - 05-09-2014 09:30 AM

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