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  • in reply to: Death Toll #5165
    Guy
    Participant

    This is the mindset i’m going for here;

    TL;DR:
    The potential causes for death simply don’t measure up to the work needed to gain the loot it takes away;
    as the player fights so hard for their loot and they can lose it just like that.

    Nitty Gritty;

    -This is an RPG, essentially, and having Gold is a kind of a big deal. So unless you are suggesting there is a way to have somewhere where you may come back to all the time to store your gold (which might be something some players wouldn’t want doing), then my argument still stands.

    -With gold off the list, let’s look at armor and weapons. I think that this is essential for most players since they would be dealing with aggressive and non-aggressive mobs. Overall, this is very important to one of the key aspects of the game; and there of fore you shouldn’t be stripped away of that piece of yourself that makes your character- your character.

    -Well, what’s left to take? How about this: Everything else either than Armor, your Weapons/Equipped item, and gold is dice. Including resources, special consumables or items you’ve found. Those would drop on death to be scattered and picked up the next person (or yourself), or stay on your body for players to look at individually.

    -I do, however, believe in a time-claim system. Checkpoint kind of thing. Something like; if you got an item and went back home for a while or it’s been on you for long enough, then it’s “yours”

    If an item is “yours” then you must be killed 2-3 times with it in order for it to be dropped. This could be either in a certain time period, or in general. If you trade it over- the receiving person would gain the effect of gaining it, and would have to have it for a while for the item to stop being “yours” and start being “their’s”.

    This means that in PVP-Allowed worlds (If that would be a thing of it’s own), you could trade someone an item of yours, and since it’s not “their’s” yet, you could kill them while their back is turned and grab it back off their corpses. If they had had items which were theirs, like a potion they’ve been saving up for a while or a weapon or armor then you would probably not get a share, but immediate items are up for grabs.

    You might say, “Well, why wouldn’t their armor or weapons drop?”. Think about it in an RPG aspect. If you find a badass wizard who gathered high-level crafting materials he was passionately seeking to make his staff and trinkets and such, took hours of raiding and searching for a titan and defeating it, taking the loot in the temple, and selling and buying the rest; wouldn’t you think it’d be dumb to lose all that by falling off of a cliff by accident? wouldn’t it anger the player beyond himself, and drop him from a high level ‘wizard’ to a high level ‘guy with no gear’. Think about it, he wouldn’t even be a ‘wizard’ per say anymore without his staff and armor. And now he needs to climb up the ladder again to try and find more, lesser armor to even get a chance to do the whole questing and adventuring worth of loot over again.

    EXTRA:

    Would be nice for a system to allow you to name some items if you had had them for a certain period and they were “yours”, because it would
    1. Signify that that item is yours, “yours”, and you’ve had it as a weapon that is a part of your character and you.
    2. You can be creative with this! Give it a goofy or sophisticated name! Maybe change the color of the text, the font, boldness, etc! Imagine the possibilities.

    in reply to: Status Effects #5164
    Guy
    Participant

    It would be nice for some weapons to either have a very rare enchantment to allow their weapons to apply a buff or a debuff.

    in reply to: Randomized stats #5163
    Guy
    Participant

    Personally, I’m more for the progression milestone type system.

    As a sandbox game, i see it reasonable that this would be the system to go; the more you craft swords, the better you become at it.

    (The more you craft-> The better crafting title you get/ the more the system recognizes you’ve done it-> able to craft gear more and more efficiently-> become good at it)

    This way, you can be good at everything, like Kuma said, but it would also be very difficult for you to do.

    Yeah, you might dominate the market as the best Sword Crater or whatever, but think about it. You’ll be getting your main business cash from Sword Users, only rarely from Crossbow or Magic type users.

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