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He may of been rude going about it but his point is still valid, multiplayer will have to depart from its single player standards to cater to its new audience or it will fail.

See, that's the part you don't understand. What would we be doing to Don't Starve if we removed permadeath? What is there to accomplish? Survival doesn't matter anymore, you don't even have to try. Christ, we already have easy-mode features like mods, world settings and WX-78, but now we're removing the full consequence of death? Yeah, that'll go over well, holy ****.

See, I might "of" been rude going about it but my point is more than valid.

I like this idea. All players that are alive must give 75% of max health that they can have: like if you are playing as Wilson and at the have 130 hp, then you still have to give 112.5 hp, not 97.5 hp. Or if we want to make this very costly and very risky, then we can get this up to 95% of health, so other teammates would have to be at nearly full health if they don't want to die because of blood loss. Dead player resurrects with 25% of they health. (No mater how much health you would have, but after blood donation you still would loose 95% of their life, so if you would have less, then you are going to die and donation would count as not successful)

coagulation pls

This ain't DayZ, just manage healing items properly. You should be able to use your honey poultice or spider glands on a friend, but blood transfusions?

My idea was tp revive fallen allies similar to Abigail, where you would have to sacrifice another life for theirs, and the sacrifice needs to be big enough yet not too hard, so no reviving players by sacrificing rabbit and birds, but maybe with something bigger...

DST needs to have a quick, easy, and cheap way to resurrect teammates. Here's why:

 

. No one will want to play because of the severe punishment to dying.

 

Funny how this isn't a game breaking issue with the single player mode though the punishment is the same.

Permadeath is a feature to this game.

This game is an uncompromising wilderness survival game, and unless Klei intends to edit that tagline, multiplayer should also absolutely, positively, have permadeath too.

 

I see no reason why Klei wouldn't allow world customization options to DST. Friend is really that death-prone? Set touchstones to Lots. Not good enough, friend is still dying all the time? Well you could always set all the monsters to None, set the season to Always Autumn, set the Day/Night Cycle to permanent Day, and set berry bushes to Lots. Customize your world and make yourself a paradise with little to no chance of death then.

You could have an option of difficulty, easy granting you a certain number of friend revivals, and hardcore giving you none. This way people that love to play with their friends can still save them and not loose interest in the game and others who end up with randoms can continue on their merry gaming.

Having seen the poster and the portal in it for the DST expansion, I figure it could be a vital component to the solution we are searching for.  Perhaps the Portal needs to be built or found, and then fueled.  So essentially you enter it and it works like adventure world only you get a server list to join, and when you do you get reset in stats and research (like adventure world) and enter the game server you want.  

 If and when you die you go right back to your portal and state you were before using it.   Now you need to refuel it with something that would be enough of a challenge to collect (nightmare fuel, ham, gold, purple gems, etc) to enter and go into the game again or another of your liking.  

I understand this being a time consuming measure that might impede people entering right into DST, and I don't expect to be able to balance this myself just a suggestion. 

I just really hope the devs read this thread and make their own decision based on the arguments made. 

I hope the offical stance on the respawn mechanic and more will be announced soon, would be nice to know Klei's point of view on the matter, end end all the speculation (though the discussion it brings is nice, discussion over confirmed mechanics would be even better). 

 

Personally, I believe permadeath should remain in DST, as permadeath is one of the main mechanics in DS. Only touchstones, meat effigies and perhaps a way of ressurrection for a limited of time after death are what can save you or your fellow survivors from permadeath.. 

Well firstly, death only really occurs during the early game.

At that point, revival points are somewhat rare unless you get lucky and find one of those Pig stones.

 

In addition, I agree, I have been playing Terraria Hardcore with my mate, and if one of us dies which is generally early on, that I'll just reset the server and set us back to square one.

 

I say just keep it exactly the same, and make the amount of Meat Effigies affect everyone the same with that  -health  thing they have, in addition to that, make mobs - especially hounds - prioritise Meat Effigies as well as players equally.

 

Edit: Or better yet, make the Meat Effigies have a timer for how long they can stay up for, they are made of meat after all.

@ Doctor H. Derp, your solution removes any difficulty. Let me make myself clear: PERMADEATH WOULD STILL BE IN THE GAME. But it would apply more to the team as a whole rather than individuals. 

 

I really don't think it would be in the game in any meaningful way considering your OP.

 

That said, I think I might've worked out a compromise.

 

Add in a sacrificial dagger.

Make it cost 3 flint to construct to make it super easy to make.

Have it resurrect dead players when used in their vicinity.

The penalty should be a permanent -20 max health degrade to the player who used the dagger and an additional -20 max health degrade on each subsequent use.

Why such a steep penalty? Well meat effigies and life-giving amulets at least cost uncommon resources and require some forethought to use.

 

Life-giving amulets take some skill to use as to either swap them in just when you think you're going to die or you wear them all the time and get more and more dangerously close to when it breaks of it's own accord, and it takes up the body slot. This gives you the added bonus of resurrection right where you died and a chance to pick up all your items immediately with all the enemies asleep.

 

The meat effigy takes no skill to use but removes 20 max health while in use making it easier for you to die. Considering not as much tricky gameplay required to use effectively, instead of resurrecting you at the spot of your death, it resurrects you where you put it which is most likely your homebase which is nice.

 

Touchstones cost nothing to use, but at least you have to find them first before they're of any benefit, they're in limited quantities, and if you want to use them effectively it takes forethought, because nothing quite sucks like being in the middle of winter, spawning at a touchstone that's half way across the world away from your base with no supplies to get back there reasonably.

 

This sacrificial dagger I'm proposing? Super easy to make, could make it day 1. Requires no forethought, can just make it whenever, even after the player is dead. Super quick and easy to use, no uncommon resources gone. It solves your problem of players just having to sit there and wait for forever since you can resurrect them immediately, and because of all those awesome benefits, it comes at the terrible cost of a permanent -20 health degrade per use to make up for the fact it's just too dang good to be true in an uncompromising wilderness survival game based around permadeath.

Thoughts anyone?

I really don't think it would be in the game in any meaningful way considering your OP.

 

That said, I think I might've worked out a compromise.

 

Add in a sacrificial dagger.

Make it cost 3 flint to construct to make it super easy to make.

Have it resurrect dead players when used in their vicinity.

The penalty should be a permanent -20 max health degrade to the player who used the dagger and an additional -20 max health degrade on each subsequent use.

Why such a steep penalty? Well meat effigies and life-giving amulets at least cost uncommon resources and require some forethought to use.

 

Life-giving amulets take some skill to use as to either swap them in just when you think you're going to die or you wear them all the time and get more and more dangerously close to when it breaks of it's own accord, and it takes up the body slot. This gives you the added bonus of resurrection right where you died and a chance to pick up all your items immediately with all the enemies asleep.

 

The meat effigy takes no skill to use but removes 20 max health while in use making it easier for you to die. Considering not as much tricky gameplay required to use effectively, instead of resurrecting you at the spot of your death, it resurrects you where you put it which is most likely your homebase which is nice.

 

Touchstones cost nothing to use, but at least you have to find them first before they're of any benefit, they're in limited quantities, and if you want to use them effectively it takes forethought, because nothing quite sucks like being in the middle of winter, spawning at a touchstone that's half way across the world away from your base with no supplies to get back there reasonably.

 

This sacrificial dagger I'm proposing? Super easy to make, could make it day 1. Requires no forethought, can just make it whenever, even after the player is dead. Super quick and easy to use, no uncommon resources gone. It solves your problem of players just having to sit there and wait for forever since you can resurrect them immediately, and because of all those awesome benefits, it comes at the terrible cost of a permanent -20 health degrade per use to make up for the fact it's just too dang good to be true in an uncompromising wilderness survival game based around permadeath.

Thoughts anyone?

Wouldn't that be kind of unfair considering that different characters have different health values? I know the game isn't supposed to be fair and all that stuff, but it can at least be equally unfair to everyone. It's like building a meat effigy with Wilson (150 health) compared to building it with Maxwell (75 health).

 

I personally wouldn't have a problem with it, but I can see a lot of complaints about this if it was a thing in MP.

Wouldn't that be kind of unfair considering that different characters have different health values? I know the game isn't supposed to be fair and all that stuff, but it can at least be equally unfair to everyone. It's like building a meat effigy with Wilson (150 health) compared to building it with Maxwell (75 health).

 

I personally wouldn't have a problem with it, but I can see a lot of complaints about this if it was a thing in MP.

 

That's a fair point. Maybe it should permanently remove a flat percent of health then?

 

Or maybe it's health removal would receive diminishing returns after subsequent uses?

 

Maybe both?

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