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A new more hardcore death mechanic?


  

42 members have voted

  1. 1. Would you like to see the system as a world settings option?

    • Yes
      26
    • No
      16


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Playing with a crippling penalty is better than not playing at all. If all your friends die, that would mean that you'll be playing by yourself and you would probably be better off playing singleplayer.

I will report you to a moderator if you don't stop

Interesting idea, but how would the game detect if you couldn't make any more Telltale Hearts? Unless they change the recipe to an unrenewable resource, which I suppose it could check for those. But the same goes for Effigies and Amulets, there can always be more made.

Unless it's on a "you all just got destroyed by the Dragonfly, game over scrubs" sort of thing...?

Unless it's on a "you all just got destroyed by the Dragonfly, game over scrubs" sort of thing...?

That.

He wants players to have limited "lives" which would plummet whenever they die. When their lives run out, the player will never be able to play on the server again, ever.

The reason why we disagree with this is because it removes the "Together" from Don't Starve Together. Players with low max health will always be better than no players at all.

So, this idea is very close to what the system was originally going to be right before beta. There were no ghosts--you were revived instantly, with everyone on the server taking a 1/3 max health drain. By the third death, everyone's health was zero, everyone died, and the world was destroyed. This was changed to the current system, because what you are suggesting is ridiculously easy to grief, and makes the community harsher towards new players, who are going to die a lot. There was a large amount of people who did not like or want that system for a large number of reasons. So ghosts came back! Yay! :D

That.

He wants players to have limited "lives" which would plummet whenever they die. When their lives run out, the player will never be able to play on the server again, ever.

The reason why we disagree with this is because it removes the "Together" from Don't Starve Together. Players with low max health will always be better than no players at all.

 

Hmmm. I understand wanting to keep the Permadeath aspect, but how it's balanced is a different manner. Would it be based when one person dies? Would there be a hard limit to how many resurrection items total could be built (ex. 12, any assortment)? And then once those are all used, would the next cause the server to end?

Though admittedly, it would be neat if on death after ressurections were gone, an Armageddon would start and you would have x amount of time to get to the Teleportato or something. How the initial dying player would still participate, I don't actually know.

Well, having max of 30 health is not really.. fun, you can't do anything but farm, when everyone has set amount of lives together still will make them take care of each other while letting them play how they should be playing... nobody will explore the ruins with 30 hp right? (note that if you have meat effigy or other reviving item you wont lose health..)

Having the option of reviving someone for 5 grass and 40 health and than refill his health with booster pack makes things way too easy.. its the same old permadeath punishment of the singleplayer... it makes the game too easy like *whispers* minecraft!

Of course playing with 30 max health isn't fun. It isn't meant to be.

The player who dies needs either to prepare ahead of time or spend time to undo the penalty.

A general live pool is actually kind of a good idea

 

with 3 people and 9 lives for the total or something, than it would be still be playing together, and everybody just needs to be more cautious to not die.

 

Say indeed one of your friends just tanks beefalo or some other mobs thinking 'i'll be revived anyway' than this would be quite annoying for the other players.

 

If there would be a total of 9 lives without any current resurrection methods (no touchstones, effigy's or life giving amulets) on the map, and than 1 would be subtracted leaving 8, and so forth.

 

Than not trying to die will be again a bigger aspect of the game.

A general live pool is actually kind of a good idea

with 3 people and 9 lives for the total or something, than it would be still be playing together, and everybody just needs to be more cautious to not die.

Say indeed one of your friends just tanks beefalo or some other mobs thinking 'i'll be revived anyway' than this would be quite annoying for the other players.

If there would be a total of 9 lives without any current resurrection methods (no touchstones, effigy's or life giving amulets) on the map, and than 1 would be subtracted leaving 8, and so forth.

Than not trying to die will be again a bigger aspect of the game.

Having too many lives would be negatable while having too few would remove the "Together" from Don't Starve Together. There is no in-between.

Huge penalties in exchange for infinite resurrection is fine already.

That is true, but it is also true that someone else may find this idea better to his or her liking than the health penalty. Thus creating a more flexible way in terms of death and resurrection to better suit the player.

 

If it is to be an easy add, i'd say add it in. i can see how some would prefer this method above the health penalties

That.

He wants players to have limited "lives" which would plummet whenever they die. When their lives run out, the player will never be able to play on the server again, ever.

The reason why we disagree with this is because it removes the "Together" from Don't Starve Together. Players with low max health will always be better than no players at all.

Dont explain my opinion when you have no idea what I mean!

Please, leave my thread

So, this idea is very close to what the system was originally going to be right before beta. There were no ghosts--you were revived instantly, with everyone on the server taking a 1/3 max health drain. By the third death, everyone's health was zero, everyone died, and the world was destroyed. This was changed to the current system, because what you are suggesting is ridiculously easy to grief, and makes the community harsher towards new players, who are going to die a lot. There was a large amount of people who did not like or want that system for a large number of reasons. So ghosts came back! Yay! :D

Well, the system I suggested is meant for private servers with more advanced players.

The system where you lose 1/3 max health was a game ruiner, with this system the game is not too easy, but still gives you a chance after you died

(Yet again, if you have meat effigy you dont lose a life point)

Dont explain my opinion when you have no idea what I mean!

Please, leave my thread

I explained your idea with clarity because another person needed assistance in comprehending your idea, what is so wrong with that.

And, please, if you don't want people to disagree with you, then simply don't post at all.

Can you explain what you mean then?

Cause how @J192 said it is exactly how i understood it.

Well, you start the server with 3 freinds, yiu choose that everybody has 3 life points, not, lets say you died and had a touach stone, you will be revived with no panelty, but if you die with no revive method, you will be revived at the original spawn point, and the server losses life point, once the server losses 3 life points, the world is deleted and the world restarts, just like in singleplayer.

AND FOR THE 1000TH , YOU DONT GET TO PLAY WITHOUT YOUR FRIENDS, EVERYBODY LOSSES TOGETHER.

I explained your idea with clarity because another person needed assistance in comprehending your idea, what is so wrong with that.

And, please, if you don't want people to disagree with you, then simply don't post at all.

allot others disagreed with me, you are the only one who mislead others.

Well, you start the server with 3 freinds, yiu choose that everybody has 3 life points, not, lets say you died and had a touach stone, you will be revived with no panelty, but if you die with no revive method, you will be revived at the original spawn point, and the server losses life point, once the server losses 3 life points, the world is deleted and the world restarts, just like in singleplayer.

AND FOR THE 1000TH , YOU DONT GET TO PLAY WITHOUT YOUR FRIENDS, EVERYBODY LOSSES TOGETHER.

 

k

I read the reply's from @Tomer8009 and understood it from the beginning, I can clearly feel the frustration since some people seem to be "trolling" with him. Don't hate for him being aggressive, if you re-read everything you clearly see that he states multiple times that everyone loses, not that one person dies at a time till you're alone.

I've been playing DST for 2-3 days and the experience so far is... boring. I've been playing with the wife, and after 1 or 2 lost worlds, we quickly learned how to, basically, live forever. There's no more "starve" in DST/ With 2 people you quickly make a camp, a renewable source of food and full equipment for winter. Then you just play with calculated risks, and not with fear of death. I died A LOT, simply because I knew I could risk it. If I die, I simply go back to camp, and wait for a resurrect from my partner. I got to 30 max health, and then just die again and use a meat effy or a touch stone and *poof*, death penalty is gone, I'm back to 150. No rez around? No problem, just make some booster shots, and you are set to go, 2 people grinding have resources to make the shots in no time. So yes, I vote for a perma-death solution like Tomer suggested, If I die an X number of times (set by the server) EVERYBODY loses, and everyone starts in a fresh new world together. That's the spirit of don't starve, to lose everything if you make a mistake.

I read the reply's from @Tomer8009 and understood it from the beginning, I can clearly feel the frustration since some people seem to be "trolling" with him. Don't hate for him being aggressive, if you re-read everything you clearly see that he states multiple times that everyone loses, not that one person dies at a time till you're alone.

I've been playing DST for 2-3 days and the experience so far is... boring. I've been playing with the wife, and after 1 or 2 lost worlds, we quickly learned how to, basically, live forever. There's no more "starve" in DST/ With 2 people you quickly make a camp, a renewable source of food and full equipment for winter. Then you just play with calculated risks, and not with fear of death. I died A LOT, simply because I knew I could risk it. If I die, I simply go back to camp, and wait for a resurrect from my partner. I got to 30 max health, and then just die again and use a meat effy or a touch stone and *poof*, death penalty is gone, I'm back to 150. No rez around? No problem, just make some booster shots, and you are set to go, 2 people grinding have resources to make the shots in no time. So yes, I vote for a perma-death solution like Tomer suggested, If I die an X number of times (set by the server) EVERYBODY loses, and everyone starts in a fresh new world together. That's the spirit of don't starve, to lose everything if you make a mistake.

Exactly this. 

 

In don't starve together, health penalty or not, you can risk to die. Tomers perma-death solution would make death again a meaningfull thing in don't starve together

 

instead of live-forever-nomatterhowmanytimesyoudie-together (could use some work on the name :-P).

 

Just because there is a penalty or something, you still would not lose a world without a resurrection, which was the main meaning in don't starve singleplayer, the possibility to loose.

 

This is virtually impossible in don't starve together, or you may have used up all touch stones, effigies, life giving amulets and all the players are ghosts, which is quite rare and near impossible.

I read the reply's from @Tomer8009 and understood it from the beginning, I can clearly feel the frustration since some people seem to be "trolling" with him. Don't hate for him being aggressive, if you re-read everything you clearly see that he states multiple times that everyone loses, not that one person dies at a time till you're alone.

I gave him my point of view.

He knows I misunderstood.

But instead of explaining, he replied aggressively.

Leading to me having the conclusion that he does not take disagreements kindly.

Sorry, but nobody should get special treatment for not replying constructively.

EDIT: Grammatical error.

Well, the system I suggested is meant for private servers with more advanced players.

The system where you lose 1/3 max health was a game ruiner, with this system the game is not too easy, but still gives you a chance after you died

(Yet again, if you have meat effigy you dont lose a life point)

 

I'm going to link you to the previous discussion here for reference. There were plenty of different ideas and points, one of which I believe is almost exactly what you have suggested.

 

Changing the current death mechanic to what you suggest would not be fun for most players, as was previously made apparent. Also, I'm pretty sure it would cause some awful lag? Considering that the game would have to calculate every resurrection device every time someone died and then teleport them to it so that they could be revived, as well as constantly keep track of a death counter. If two characters die at once on an already laggy sever I can imagine it causing great suffering to all involved. Someone please correct me if I'm wrong on that. I am not a well educated individual on what can and cannot overwhelm a server.

I'm going to link you to the previous discussion here for reference. There were plenty of different ideas and points, one of which I believe is almost exactly what you have suggested.

Changing the current death mechanic to what you suggest would not be fun for most players, as was previously made apparent. Also, I'm pretty sure it would cause some awful lag? Considering that the game would have to calculate every resurrection device every time someone died and then teleport them to it so that they could be revived, as well as constantly keep track of a death counter. If two characters die at once on an already laggy sever I can imagine it causing great suffering to all involved. Someone please correct me if I'm wrong on that. I am not a well educated individual on what can and cannot overwhelm a server.

Well, I thought about having an option to enable it, not removing the old mechanic, I also doubt that it will take too much from the sercer since it hasp done tge exact same thing in singleplayer (but the life points which are only 1 int variable, so ot shouldn't affect the server much..

Well, you start the server with 3 freinds, yiu choose that everybody has 3 life points, not, lets say you died and had a touach stone, you will be revived with no panelty, but if you die with no revive method, you will be revived at the original spawn point, and the server losses life point, once the server losses 3 life points, the world is deleted and the world restarts, just like in singleplayer.

AND FOR THE 1000TH , YOU DONT GET TO PLAY WITHOUT YOUR FRIENDS, EVERYBODY LOSSES TOGETHER.

 

The problem with this system is that one player can essentially hold all of the players on the server hostage.

 

Consider this example:

 

3 players Are playing the game

 

Norman the Noob jumps on and spamms the room with stuff like:

“I OWWNNZZZZZZZ YOUUXZZZZZZZ AHHAH”

“I OWWNNZZZZZZZ YOUUXZZZZZZZ AHHAH”

“I OWWNNZZZZZZZ YOUUXZZZZZZZ AHHAH”

“I OWWNNZZZZZZZ YOUUXZZZZZZZ AHHAH”

“I OWWNNZZZZZZZ YOUUXZZZZZZZ AHHAH”

“I OWWNNZZZZZZZ YOUUXZZZZZZZ AHHAH”

“I OWWNNZZZZZZZ YOUUXZZZZZZZ AHHAH”

“I OWWNNZZZZZZZ YOUUXZZZZZZZ AHHAH”

“You give me all u cull stuff or I die 3 times and destroy you WORLD”

 

Norman the Noob than proceeds to die 3 times by eating moster meat, being stung by bees, or standing next to a LurePlant. The game world is destroyed.

OR all players have to give Norman the Noob all of their stuff and worship him as their god.

 

Greefing through feeding.

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