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Pernament Health Penalty


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I died twice and got revived with hearts. I can tell you that health penalty is horrible, and makes players die even faster after being revived or makes them useless in combat. After being revived twice I need to avoid all combat forever or die again and lose even more health. Its horrible, to the point that I just quit from the server, so I won't be a burden to the other players there.

 

That mechanic needs some changes. Make it that you can recover max health if you revive someone.

Lets say I got revived by someone and now I have lower max health, now if I revive someone my max health recovers to normal, and the revived person now has lower health till he revive someone.

 

Or make the health go back to normal after survivng whole season or something.

Pernament penalty to max health is not fun at all.

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Maybe we could hunt after a ghost monster that can replenish lost health when killed or something? Or give us something arcane to make from the shadow manipulator that heals people but draws very unwanted attention?

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Maybe we could hunt after a ghost monster that can replenish lost health when killed or something? Or give us something arcane to make from the shadow manipulator that heals people but draws very unwanted attention?

 

(Not in beta, and hopefully not overstepping my bounds by posting)

Maybe killing ghosts on a full moon?

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Well, whatever method we settle on, I fully agree that there should be a way to recover the health you lose from being revived with a Telltale Heart. It shouldn't be easy, perhaps a more complicated craftable item to contrast the simplicity of crafting Telltale Hearts?

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Well, whatever method we settle on, I fully agree that there should be a way to recover the health you lose from being revived with a Telltale Heart. It shouldn't be easy, perhaps a more complicated craftable item to contrast the simplicity of crafting Telltale Hearts?

 

Ideally, I want it to pose some sort of mid-late game challenge that requires multiple people to pull off. Maybe some sort of DST adventure like mode?

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yeah, something needs a tweak somewhere...

 

 

 

What about burning meat effigies? Everybody around gets a massive Sanity drop and some max Health regeneration.

 

 

Sounds like a night time ritual. It would be fun for parties :grin:

 

 

I love this idea, it sounds so wicked and appropriate for the setting.

We all eat uncooked green mushrooms and have our own DS Burning Man party! :D

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I really like this idea.

 

Meat effigies are fairly expensive to produce (beard hair is one of the more rare resources in the game) and the ritualistic burning basically trades current stats (sanity) and long term safety (from losing the effigy) for more max health.

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We'll be adding a craftable that lets you regain max health before too long :-)

 

Thanks for the feedback!

Phew, finally!

That permanent health penalty is rather annoying. It doesn't affect me but I end up saving other players that died, and once they're alive again they keep dying even faster...

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I think that to make death more pernament, when someone dies, they become a ghost, and like shown, you can use a telltale heart on the ghost... when so, EVERYONE gets the health penalty, so that way, after three deaths, the server restarts...

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I think that to make death more pernament, when someone dies, they become a ghost, and like shown, you can use a telltale heart on the ghost... when so, EVERYONE gets the health penalty, so that way, after three deaths, the server restarts...

There's no need to make the same suggestion twice. Especially since you think it would benefit the worst player at the expense of better ones (bad already) but in reality would just mean bad players won't be revived at all.

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There's no need to make the same suggestion twice. Especially since you think it would benefit the worst player at the expense of better ones (bad already) but in reality would just mean bad players won't be revived at all.

Making friends stick together, with a penalty, but strangers take death more seriously since they may not get revived, and when they die, they may not get revived, killing them off from the server.

 

They added the telltale heart revival so that way friends could stick together, however, strangers would have to take the death penalty as it is, Dying.

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Making friends stick together, with a penalty, but strangers take death more seriously since they may not get revived, and when they die, they may not get revived, killing them off from the server.

They added the telltale heart revival so that way friends could stick together, however, strangers would have to take the death penalty as it is, Dying.

Why is any of this good?

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Call me a cheater but on my server there is no such thing like Telltale Heart.

I spawned tons of life giving amulets to prevent health penalty as the game stops being fun when you have 30 mx hp left.

I'm surprised Luxurious haven't died on my server yet. Actualy I'm not since he alway avoids tough fights.

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