Nachtmusique
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RE: alternative death system brainstorming
Hi Alaric,
Thanks a bunch for the reply! For now it's just an idea, but I would like to build a survival game around this idea. Players would start the game at 225 stats and 700 skills. There would be no skill cap and a 375 stat cap. So they aren't starting out helpless. I agree that simplification could be needed. The health is not actually separated into physical and poison (sorry for the confusion.) I said health/wellness because i haven't decided what to call it. It is still only one stat. physical damage, bleeding, poison, etc all effect the same health stat. If you were talking about pain/health, I like that because taking too much damage (pain) can make you pass out and easily return to life like in normal UO. Serious damage (that affects Health) is what can eventually kill you permanently. As far as the fatal wounds, I agree that rareness alone is not enough to make it balanced. I do think some creatures (dragons) should be scary for this reason. No player will face a dragon in melee if they are risking a permakill. However, for fatality style hits, I think it would need to compare the "threat" of the hit with the "defense" of the player (stats, skills, armor, etc.) This could allow a player to have some level of confidence that this type of blow won't happen. For example, a wearing a gorget can prevent decapitation and throat slits, etc. Thanks for the advice and for taking to time to check it out!
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05-09-2014 10:16 AM |
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