=Don't you want more spice while keeping goodness of hard survival?= ----------------"Nothing is enough to minimize the risk of perma death"----------------
Here I'm targetting people who plays on hard or hardcore who know the taste of THRILL.
This post is about present and examine possibility to spice up hard survival fundamentally.
PREMISE: WORLD AND RESPAWN = BIGGEST ASSET
Mniecraft let you play mix of resource exploitation, exploration, mob fighting, trading, building, collecting and travelling etc. The world it self becomes obviously the biggest asset as it contains everything you did in that
world. Thus being able to respawn upon death event is very important.
LISTING OF GOOD/BAD OF HARD & SUVIVAL
Hard/Hardcore has their own good/bad point.
Respawn-able survival
Good: Does not lose the world upon death.
Bad: Although have penalty on death but is one time and
does not bring healthy stress as much as hardcore does.
Hardcore Survival
Good: Constantly makes player being caustious by presenting constant threat of losing the world itself.
It gives you "healthy" stress.
Bad: Perma death restricts how game is played. Especially renders tall/large construction too risky.
Also, threat of perma death is direct and permanent.
Mixing Hard survival and hardcore survival right
Goal is to while it keep all goodness of survival mode, it also brings in possibility of perma death to
spice up.
Ideal would be
1. You normally respawns.
2. You go perma die when you die under specific condition.
3. There is an easy way to see under what condition you will perma die.
4. No new parameter for sake of simplicity.
5. Death has more lasting penalty effect.
6. If you perma die, there's a way to keep the world as viewing only.
There's only one parameter I can think of. Experience orb meter.
How To Gauge
How it should work? I can suggest below. Although balancing would be quite hard.
Rules
A. Perma Death Condition : Dieing at level below 5 will give following chance of perma death.
Level 0 : 100% Level 3 : 13% Level 6 and above : 0%
Level 1 : 50% Level 4 : 6%
Level 2 : 25% Level 5 : 1%
At any cost, one would want to keep Experience Level at least at 6.
B. Death will lose 50% of orb level. Meanwhile, actual deduction from your exp. orb level will be
executed slowly. 50% worth of level will be substracted at the moment of death.
Rest of 50% worth of exp orb level will be substracted in random manner during 1 year after
the death. Year here is full one cycle of seasons expected to be implemented. (500 days?)
For an example, suppose one dies when he/she had 40 level at that moment.
20 level worth will be substracted right away. Lest of 20 level are substracted
in radom manner during X-1 days where X being days in a year.
Goal here is to constantly make player worry about when I died and if so when deduction
will occur and let player have enough experience orb in reserve.
B1. Each death cost are cumulative. New death does not wipe previous death penalty.
B2. If player have not enough level at moment of payment, cost will be held in hold and
substracted as soon as player gains level.
Thoughts
Obviously, you want to keep your level always at least 6. Also will try to avoid dieing even more.
Maybe not as much as pure hardcore player. Enchanting will require more planning.
Even at safe time, the fact that thoughts that there's a chance of perma death is good spice.
__________________________________________________________________________________ Delivative(Not part of this suggestion but as a possibility)
Following ideas will reinforce above mechanism.
1. A very rare consumable item which will save player from perma death just once.
A special place to deposit the item so it actually works.
Various ways to express this using existing structures(pyramid/shrine) and new ones.
2. Now actually a way to store experience ore. With loss or without loss.
(Using new dimension or work on the end/nether)
3. If 1 and 2 are there, it will give player another psychological motivation to play if existing ones
are not enough. "Nothing is enough to minimize the risk of perma death".
Ah. I like the xp orb idea. If you don't have enough xp, and die, you are dead. Maybe not half though...maybe only a percentage.
However, the new dimensions and blocks at the bottom of the post possibly make this a wishlist. You may want to reinforce how they relate to your original idea.
Rollback Post to RevisionRollBack
Ever hear of something called running away? Its like running towards them, but without the confrontation and death.
Ah. I like the xp orb idea. If you don't have enough xp, and die, you are dead. Maybe not half though...maybe only a percentage.
However, the new dimensions and blocks at the bottom of the post possibly make this a wishlist. You may want to reinforce how they relate to your original idea.
Ah. I will edit that part. Thanks for reminding me for that.
For losing 50%, it could be balanced by adding more way to obtain exp orb.
Given the nature, this one could be related to so much new ideas.
Hmm. I kind of like this, but using XP as the currency interferes quite a bit with the existing enchanting/repairing system. Making XP too universal of a currency means that its availability needs to be increased, which undercuts its value.
Perhaps something other than XP should be used. Why not let mobs sometimes drop floating Steve heads like classic 1-ups?
That makes me wonder various things.
Goal here is to make the possibility of perma death a reality in survival.
In a way I think it is ok to have XP grinder as XP is used in enchanting aswell.
Also grinder is cost and time intensive installation so as one expands world, it becomes not as influential.
Either way, this suggestion will require player to be more careful and greedy about getting XP.
The penalty is the severest it could get so I think its fine.
This will make an interesting discussion matter.
Anyways, if game can provide more fun way and various ways to provide XP, it will become less of a
problem.
___
As of 1 up item, it could be added in little different form. Balancing the drop rate looks very difficult.
.... is that all?
I guess it is very hard, not just hard to convey mechanism idea just by words.
Any other thoughts?
I think this will open up so much room for functional content.
Rollback Post to RevisionRollBack
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----------------"Nothing is enough to minimize the risk of perma death"----------------
Here I'm targetting people who plays on hard or hardcore who know the taste of THRILL.
This post is about present and examine possibility to spice up hard survival fundamentally.
PREMISE: WORLD AND RESPAWN = BIGGEST ASSET
Mniecraft let you play mix of resource exploitation, exploration, mob fighting, trading, building, collecting and travelling etc. The world it self becomes obviously the biggest asset as it contains everything you did in that
world. Thus being able to respawn upon death event is very important.
LISTING OF GOOD/BAD OF HARD & SUVIVAL
Hard/Hardcore has their own good/bad point.
Respawn-able survival
Good: Does not lose the world upon death.
Bad: Although have penalty on death but is one time and
does not bring healthy stress as much as hardcore does.
Hardcore Survival
Good: Constantly makes player being caustious by presenting constant threat of losing the world itself.
It gives you "healthy" stress.
Bad: Perma death restricts how game is played. Especially renders tall/large construction too risky.
Also, threat of perma death is direct and permanent.
Mixing Hard survival and hardcore survival right
Goal is to while it keep all goodness of survival mode, it also brings in possibility of perma death to
spice up.
Ideal would be
1. You normally respawns.
2. You go perma die when you die under specific condition.
3. There is an easy way to see under what condition you will perma die.
4. No new parameter for sake of simplicity.
5. Death has more lasting penalty effect.
6. If you perma die, there's a way to keep the world as viewing only.
There's only one parameter I can think of. Experience orb meter.
How To Gauge
How it should work? I can suggest below. Although balancing would be quite hard.
Rules
A. Perma Death Condition : Dieing at level below 5 will give following chance of perma death.
Level 0 : 100% Level 3 : 13% Level 6 and above : 0%
Level 1 : 50% Level 4 : 6%
Level 2 : 25% Level 5 : 1%
At any cost, one would want to keep Experience Level at least at 6.
B. Death will lose 50% of orb level. Meanwhile, actual deduction from your exp. orb level will be
executed slowly. 50% worth of level will be substracted at the moment of death.
Rest of 50% worth of exp orb level will be substracted in random manner during 1 year after
the death. Year here is full one cycle of seasons expected to be implemented. (500 days?)
For an example, suppose one dies when he/she had 40 level at that moment.
20 level worth will be substracted right away. Lest of 20 level are substracted
in radom manner during X-1 days where X being days in a year.
Goal here is to constantly make player worry about when I died and if so when deduction
will occur and let player have enough experience orb in reserve.
B1. Each death cost are cumulative. New death does not wipe previous death penalty.
B2. If player have not enough level at moment of payment, cost will be held in hold and
substracted as soon as player gains level.
Thoughts
Obviously, you want to keep your level always at least 6. Also will try to avoid dieing even more.
Maybe not as much as pure hardcore player. Enchanting will require more planning.
Even at safe time, the fact that thoughts that there's a chance of perma death is good spice.
__________________________________________________________________________________
Delivative(Not part of this suggestion but as a possibility)
Following ideas will reinforce above mechanism.
1. A very rare consumable item which will save player from perma death just once.
A special place to deposit the item so it actually works.
Various ways to express this using existing structures(pyramid/shrine) and new ones.
2. Now actually a way to store experience ore. With loss or without loss.
(Using new dimension or work on the end/nether)
3. If 1 and 2 are there, it will give player another psychological motivation to play if existing ones
are not enough. "Nothing is enough to minimize the risk of perma death".
However, the new dimensions and blocks at the bottom of the post possibly make this a wishlist. You may want to reinforce how they relate to your original idea.
Ah. I will edit that part. Thanks for reminding me for that.
For losing 50%, it could be balanced by adding more way to obtain exp orb.
Given the nature, this one could be related to so much new ideas.
Awesome. I now fully support this.
I like the concept of "harder penalty" if you die, though.
Perhaps something other than XP should be used. Why not let mobs sometimes drop floating Steve heads like classic 1-ups?
That makes me wonder various things.
Goal here is to make the possibility of perma death a reality in survival.
In a way I think it is ok to have XP grinder as XP is used in enchanting aswell.
Also grinder is cost and time intensive installation so as one expands world, it becomes not as influential.
Either way, this suggestion will require player to be more careful and greedy about getting XP.
The penalty is the severest it could get so I think its fine.
This will make an interesting discussion matter.
Anyways, if game can provide more fun way and various ways to provide XP, it will become less of a
problem.
___
As of 1 up item, it could be added in little different form. Balancing the drop rate looks very difficult.
I guess it is very hard, not just hard to convey mechanism idea just by words.
Any other thoughts?
I think this will open up so much room for functional content.