How is death going to work? I havnt heard much about this. Seeing as dying in infdev makes you respawn at the start I could only imagine that would be rather annoying to venture out, build a house and then die, just to get sent back to ur spawn. What does everyone think should happen when you die? There could be respawn blocks you spawn on, but that might cause problems later on. Or you could just respawn like normal. My suggestion would be you would respawn in a certain block numbered radius away from where you died, something far but not too far. If there is a solution I'd like to hear it.
I think you should respawn very far away from where you died, perhaps on a different island/continent. This makes death all the more "tragic" for others, since it makes the chances that they will see that person again very low. It also gives more of an incentive to not die, because respawning nearby makes death simply an annoyance.
I have absolutely no problem with death sending you back to the spawn. It creates a good congregation point for a central city, and makes traveling far away more dangerous, as it should be. Death shouldn't be a technicality. "Oh, I died". It should be more: "Damnit, I died!". That's sort of the entire point. Death is a bad thing.
I suppose the server admin could change the spawn point or add multiple spawn points.
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The problem with a centralized spawn point is that it could easily be exploited. For instance, someone could create a cage of obsidian around the spawn point and nobody would be able to do anything about it. They could also dig a massive hole under the spawn point, causing perpetual death. I still say the best solution is to have the person spawn on a completely different landmass than the one they were on.
I agree, Qwill and Oops. It would make death alot different than other games, alot more dramatic. I was thinking you could have a type of block you set down after crafting to make a personal spawn point, something you could put inside your house/castle and would take a long time to break. But the more i thought of this, the worse it seemed. I'd say you would respawn either
* At the respawn of the server (May that be one or multiple)
* Respawn about 1,000 - 2,000 blocks away from where you died (Adjustable numbers)
* Respawn at a random, discovered location on the server.
The problem with a centralized spawn point is that it could easily be exploited. For instance, someone could create a cage of obsidian around the spawn point and nobody would be able to do anything about it. They could also dig a massive hole under the spawn point, causing perpetual death. I still say the best solution is to have the person spawn on a completely different landmass than the one they were on.
Yeah thats also true, i suppose that knocks out centralized spawn
When you die, you cannot respawn (only in the one server in which you died, of course) for 12 real-time hours
Destroying your corpse will reduce this time to 6 hours (50%).
Special burial will reduce this time to 3 hours (25%).
It's not too late! Death can be something extra-special.
(this would probably necessitate unconscious states where you are not dead, just incapacitated and helpless)
When you respawn, it is as if you just joined the game as a fresh player, however that's going to work.
---> Additionally: If you have joined the game in the last 5 minutes or so, death will incur no such penalty (to avoid spawn-camping sadness). You'll still be dead and forced to respawn, though.
finally- yes I know this is not going to be received well; it never is, sadly.
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"I want to see forum posts saying "how do i kill dragon" with replies reading "lol"."
---> vede claimed Notch said this (and it is awesome).
When you die, you cannot respawn (only in the one server in which you died, of course) for 12 real-time hours :biggrin.gif:
Destroying your corpse will reduce this time to 6 hours (50%).
Special burial will reduce this time to 3 hours (25%).
It's not too late! Death can be something extra-special.
(this would probably necessitate unconscious states where you are not dead, just incapacitated and helpless)
When you respawn, it is as if you just joined the game as a fresh player, however that's going to work.
---> Additionally: If you have joined the game in the last 5 minutes or so, death will incur no such penalty (to avoid spawn-camping sadness). You'll still be dead and forced to respawn, though.
finally- yes I know this is not going to be received well; it never is, sadly.
It won't be received well because people don't want to play one game and then have to leave a server. Random deaths like falling off a cliff or the occasional DM-ing ******* cannot be avoided. You want this to appeal to people of all skill levels.
Notch has announced he plans to add ingame support for clan organization to some degree. one possibility is that a clan leader will be able to make a set of complex items [crystal skull, clan banner yada yada] which together create a clan spawnpoint, which would be placed byt he clan leader, and would also create a land claim around the spawnpoint that only a clan leader can modify. this prevent pit grieving at spawns and allows clans to establish clan-controlled outposts very far out from the server's original spawn point, without making death insignificant for all players. players who do not yet have a set spawn point will spawn randomly at some place already discovered
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Equ1N0X-RedStone Engineer and Cybernetic architect.
There are a few ways that could be abused (making the spawn outside of an enemy base, for instance). The reason I like extremely far away respawns is because it makes death very undesirable (It'll be hard if not impossible to find your base again, or your clan) and it will also cause more interesting scenarios. Imagine building a shrine for a fallen warrior, or a tomb for a dead leader. Those things won't mean as much if the person is alive and still walks among those who build tributes for them. It could also cause interesting conflicts with clans. If someone from one clan kills someone from another clan, and the person just respawns, then who cares? Even if its a leader, they'll come back and fulfill the same role as before. But if the person will never be seen again then it is more of a loss, and is bound to cause conflict. Assassinations will be meaningful, and power in clans will change hands as in real life.
There are a few ways that could be abused (making the spawn outside of an enemy base, for instance). The reason I like extremely far away respawns is because it makes death very undesirable (It'll be hard if not impossible to find your base again, or your clan) and it will also cause more interesting scenarios. Imagine building a shrine for a fallen warrior, or a tomb for a dead leader. Those things won't mean as much if the person is alive and still walks among those who build tributes for them. It could also cause interesting conflicts with clans. If someone from one clan kills someone from another clan, and the person just respawns, then who cares? Even if its a leader, they'll come back and fulfill the same role as before. But if the person will never be seen again then it is more of a loss, and is bound to cause conflict. Assassinations will be meaningful, and power in clans will change hands as in real life.
while it adds realism this death concept makes clanship a temporary asset if a person is going to be eternally lsot the firs ttime they make a stupid mistake and die. also, amking the spawnpoint outside an enemy base would jsut result in clan members being perpetually killed by a man standing with diamond weapon and armor at spawn point killingt them as they spawn, it could be done, but it would be stupid of the clan leader putting the spawn there.
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Equ1N0X-RedStone Engineer and Cybernetic architect.
I was also thinking about clans being too temporary, or people dying from stupid mistakes. So my solution is this: The first time you die, you respawn at whatever the area, whether it be a centralized location or a clan spawn area as you suggested. But if you die again within 24 hours, the death is "permanent". However, dying at the hands of another player always causes permanent death, regardless of whether or not the person has died before.
And I wouldn't say it makes clans too temporary, it rather makes them more dynamic. When you die, you could make a new clan with whoever you find in your new area. Also, remember that this doesn't make it impossible to get back to your old area, just really hard and unlikely.
I like Droqen's suggestion on a "hardcore" server, as an option, but generally it would just break immersion if you're forced out of a server, you'd have to see the server select, and you'd have to be pretty serious about the game to like that game mode, which I probably will be lol
On the other hand I love the clan idea, but idk how it could be justified that only a clan leader could create the item if someone else can get the materials, maybe just use ridiculous amounts of diamond and gold?
When you die, you go to a small quickly generated sort of heaven or hell like afterlife place. Either heaven or hell, you need to fight your way through the etherial denizens to return to the world of the living. When you get through the little dungeon, you respawn using whatever respawn system is present by that point. (If you respawn where you died, you could land in magma. If you respawn in one place the same as everyone else someone could wreck that location and make it a death trap. If you respawn at claim flags, should they be implemented as some suggest, it'd be pretty simple. And if you just respawn in a totally random-ass location, there's always the potential for horrifying glitches.)
I just like the idea of dieing, appearing in heaven and having to fight may way through a hoard of angels to get back to reality.
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This may be a fad, but I love dragons, so why the heck not?
I think you should respawn very far away from where you died, perhaps on a different island/continent. This makes death all the more "tragic" for others, since it makes the chances that they will see that person again very low. It also gives more of an incentive to not die, because respawning nearby makes death simply an annoyance.
I think you should respawn very far away from where you died, perhaps on a different island/continent. This makes death all the more "tragic" for others, since it makes the chances that they will see that person again very low. It also gives more of an incentive to not die, because respawning nearby makes death simply an annoyance.
Quote from Kydo »
My idea:
When you die, you go to a small quickly generated sort of heaven or hell like afterlife place. Either heaven or hell, you need to fight your way through the etherial denizens to return to the world of the living. When you get through the little dungeon, you respawn using whatever respawn system is present by that point. (If you respawn where you died, you could land in magma. If you respawn in one place the same as everyone else someone could wreck that location and make it a death trap. If you respawn at claim flags, should they be implemented as some suggest, it'd be pretty simple. And if you just respawn in a totally random-ass location, there's always the potential for horrifying glitches.)
I just like the idea of dieing, appearing in heaven and having to fight may way through a hoard of angels to get back to reality.
Both of these Ideas should be put to use, but if we mixed them together it would make for a much funner game in my opinion, because you'd need to fight through Heaven/Hell and then you would respawn some incredible distance away from where you died. And you could have Heaven and Hell as 2 different places which if you kill enough mobs/people, you went to Hell and if you didn't kill many, you went to Heaven. You could possibly meet other people in Heaven or Hell too, and if you Both contributed to getting out you both went to the same place. Or there could be some sort of parallel world where you go if you die, and you get an objective and you have to finish the objective to get out.
I agree, death should carry weight. But not TOO MUCH weight. If you are helping build an awesome construction, and slip and fall off it to your doom, you don't want to loose access to it. Losing all of your current inventory, which will likely include your best stuff that you are using, can be a significant impact. In single player, you can often often recover it, but in SMP, somebody else will take it 9 times out of 10. One advantage to playing with friends is that they might be kind enough to return your diamond sword if they can get it before somebody else (or not).
I think a set collection of spawn points within a large central area should be pre-determined, and you just respawn at a random one.
There's some amount of centrality to it, but its much harder to abuse. It may be difficult to find your way back, which gives weight to death, and it gives you a chance to start anew.
OFFLINE. Don't join if you don't want to help.
I suppose the server admin could change the spawn point or add multiple spawn points.
Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
*
At the respawn of the server (May that be one or multiple)* Respawn about 1,000 - 2,000 blocks away from where you died (Adjustable numbers)
* Respawn at a random, discovered location on the server.
Yeah thats also true, i suppose that knocks out centralized spawn
Destroying your corpse will reduce this time to 6 hours (50%).
Special burial will reduce this time to 3 hours (25%).
It's not too late! Death can be something extra-special.
(this would probably necessitate unconscious states where you are not dead, just incapacitated and helpless)
When you respawn, it is as if you just joined the game as a fresh player, however that's going to work.
---> Additionally: If you have joined the game in the last 5 minutes or so, death will incur no such penalty (to avoid spawn-camping sadness). You'll still be dead and forced to respawn, though.
finally- yes I know this is not going to be received well; it never is, sadly.
---> vede claimed Notch said this (and it is awesome).
It won't be received well because people don't want to play one game and then have to leave a server. Random deaths like falling off a cliff or the occasional DM-ing ******* cannot be avoided. You want this to appeal to people of all skill levels.
Notch has announced he plans to add ingame support for clan organization to some degree. one possibility is that a clan leader will be able to make a set of complex items [crystal skull, clan banner yada yada] which together create a clan spawnpoint, which would be placed byt he clan leader, and would also create a land claim around the spawnpoint that only a clan leader can modify. this prevent pit grieving at spawns and allows clans to establish clan-controlled outposts very far out from the server's original spawn point, without making death insignificant for all players. players who do not yet have a set spawn point will spawn randomly at some place already discovered
Equ1N0X-RedStone Engineer and Cybernetic architect.
Second in command kills the leader, Hides the corpse, and then resumes his life as leader of the clan,
Its despicable, Evil, And sneaky.
...
I LOVE IT.
But I would enjoy a toggle of weather to spawn NEAR or FAR.
Y'know, So we all get decent spawns accordingly. As I would prefer medium distance. So server owners can change the toggle.
while it adds realism this death concept makes clanship a temporary asset if a person is going to be eternally lsot the firs ttime they make a stupid mistake and die. also, amking the spawnpoint outside an enemy base would jsut result in clan members being perpetually killed by a man standing with diamond weapon and armor at spawn point killingt them as they spawn, it could be done, but it would be stupid of the clan leader putting the spawn there.
Equ1N0X-RedStone Engineer and Cybernetic architect.
And I wouldn't say it makes clans too temporary, it rather makes them more dynamic. When you die, you could make a new clan with whoever you find in your new area. Also, remember that this doesn't make it impossible to get back to your old area, just really hard and unlikely.
On the other hand I love the clan idea, but idk how it could be justified that only a clan leader could create the item if someone else can get the materials, maybe just use ridiculous amounts of diamond and gold?
When you die, you go to a small quickly generated sort of heaven or hell like afterlife place. Either heaven or hell, you need to fight your way through the etherial denizens to return to the world of the living. When you get through the little dungeon, you respawn using whatever respawn system is present by that point. (If you respawn where you died, you could land in magma. If you respawn in one place the same as everyone else someone could wreck that location and make it a death trap. If you respawn at claim flags, should they be implemented as some suggest, it'd be pretty simple. And if you just respawn in a totally random-ass location, there's always the potential for horrifying glitches.)
I just like the idea of dieing, appearing in heaven and having to fight may way through a hoard of angels to get back to reality.
I agree. Death needs to be terrible.
Anarcho-Communists of Minecraftia
Both of these Ideas should be put to use, but if we mixed them together it would make for a much funner game in my opinion, because you'd need to fight through Heaven/Hell and then you would respawn some incredible distance away from where you died. And you could have Heaven and Hell as 2 different places which if you kill enough mobs/people, you went to Hell and if you didn't kill many, you went to Heaven. You could possibly meet other people in Heaven or Hell too, and if you Both contributed to getting out you both went to the same place. Or there could be some sort of parallel world where you go if you die, and you get an objective and you have to finish the objective to get out.
There's some amount of centrality to it, but its much harder to abuse. It may be difficult to find your way back, which gives weight to death, and it gives you a chance to start anew.