I just recently lost three weeks of work due to a corrupted partition, so while I rebuild my module from my last backup I thought I would inquire as to the most beloved methods of penalty for the PC when they die.
I decided to use a system that can help the player get through puzzles and other encounters by using a float variable. At level 0.1 to 3.0, for example, the player would periodically get some kind of assist, during combat or to skill checks, while much higher levels (8.1 to 10.0, perhaps) the player gets some really awesome rewards, like a bonus to companion influence.
Your thoughts?
What is your favourate penalty for PC death?
Débuté par
UltimaPhoenix
, févr. 05 2011 10:55
#1
Posté 05 février 2011 - 10:55
#2
Posté 06 février 2011 - 09:31
I didn't much care for the 'immortal' PC in NWN1, where death was a mild inconvenience at best. Death (ie. full-party incapacitation) should be permanent, in my opinion. Anything less makes a mockery of His Awesome Dark Magesty of the Sickle...
Modifié par DannJ, 06 février 2011 - 09:32 .
#3
Posté 06 février 2011 - 09:43
In short: Death.
#4
Posté 06 février 2011 - 10:14
cutscene with PC head stuck on a pike ..
#5
Posté 07 février 2011 - 12:38
Once you die you can't play it ever again. Ever.
#6
Posté 07 février 2011 - 02:26
IxionReborn wrote...
Once you die you can't play it ever again. Ever.
Brilliant! A script that searches the hardrive and erases the MOD file, then sends off the computer's unique ID to a server that blocks any subsequent downloads of that module. AND deletes the character permanently. Hardcore game rules at their hardest.
#7
Posté 07 février 2011 - 02:33
Lol, but seriously. Where do we draw the line to make everyone happy?
#8
Posté 07 février 2011 - 03:21
Well You WON"T make everyone happy.
Some like perma death, some like instant respawn, most like something somewhere in between. Even if you are in between people will complain, and others will love it. No matter what you do you won't please everyone.
I saw another server that put you in XP debt, you didn't lose xp when you died you went in debt. Once the debt was paid back you started earning xp again.
Some like perma death, some like instant respawn, most like something somewhere in between. Even if you are in between people will complain, and others will love it. No matter what you do you won't please everyone.
I saw another server that put you in XP debt, you didn't lose xp when you died you went in debt. Once the debt was paid back you started earning xp again.
#9
Posté 07 février 2011 - 03:28
Heheh... I knew someone was going to say that. Its the truth..
-Was kind of asking towards singleplayer campaigns, but nonetheless you're still right-
-Was kind of asking towards singleplayer campaigns, but nonetheless you're still right-
Modifié par IxionReborn, 07 février 2011 - 03:30 .
#10
Posté 07 février 2011 - 12:37
Quilistan wrote...
<SNIP>I saw another server that put you in XP debt, you didn't lose xp when you died you went in debt. Once the debt was paid back you started earning xp again.
Hi All,
Debt XP: That's the system I am using in my own module, so I guess it's my own favourite.
Lance.
#11
Posté 07 février 2011 - 01:02
Singleplayer: Game over, reload last save.
Multiplayer: XP debt
Multiplayer: XP debt
#12
Posté 07 février 2011 - 01:41
For my campaign if there is no raise dead spell or scroll, I have created an item that can raise a character 3 times a day.
With each raise it removes a chunk of experience. The higher the level and the more times the item is used on a character the greater the experience lost.
The only thing you need to watch with a system like this, is you need to make sure that a character level isn't lost. The system starts to do funny things and on the next level up you will have 300+ skill points to allocate.
With each raise it removes a chunk of experience. The higher the level and the more times the item is used on a character the greater the experience lost.
The only thing you need to watch with a system like this, is you need to make sure that a character level isn't lost. The system starts to do funny things and on the next level up you will have 300+ skill points to allocate.
#13
Posté 07 février 2011 - 03:14
Shaughn78 wrote...
For my campaign if there is no raise dead spell or scroll, I have created an item that can raise a character 3 times a day.
.
Interesting. Whats the deal with resting in the campaign though?
#14
Posté 08 février 2011 - 12:01
Resting is allowed in most areas. There are a handful that do not allow resting. Areas with potential for lots of hostile encounters require the player to be in a safe area to rest, using a trigger. I also use the MotB wandering monster checks on rest. The more dangerous an area the higher the chance the party will be discovered (one area has an 75% of being attacked on rest). The areas that use the safe rest triggers often will still check for wandering monsters that will attack the party.
I created the raise item with the introduction of the SoZ death system. Even though the item can be used three times a day, the penalty should discourage players from overly using it as the penalty will rapidly increase and handicap the player. Careless use of the item can easily set a character a couple of levels behind the rest of the party in no time at all.
I created the raise item with the introduction of the SoZ death system. Even though the item can be used three times a day, the penalty should discourage players from overly using it as the penalty will rapidly increase and handicap the player. Careless use of the item can easily set a character a couple of levels behind the rest of the party in no time at all.
#15
Posté 17 avril 2012 - 06:46
For single player, I like to make them re-load. You died and spiders feasted on your bones.
On-line, I have a system (had, from NWN 1... have not moved it to NWN2) that gives you a "Death Stone" every time you respawn. For each Death Stone in your inventory, you have a 5% chance that you will not make it on your next respawn. I eventually added in a last chance, where the player would become an angel, demon, ghost... depending on level and alignment, and have some stat changes as well. If you died in that form, you got "Permanent Death" and would be moved to Heaven/Hell (depending on alignment) when you logged in. I liked it.
On-line, I have a system (had, from NWN 1... have not moved it to NWN2) that gives you a "Death Stone" every time you respawn. For each Death Stone in your inventory, you have a 5% chance that you will not make it on your next respawn. I eventually added in a last chance, where the player would become an angel, demon, ghost... depending on level and alignment, and have some stat changes as well. If you died in that form, you got "Permanent Death" and would be moved to Heaven/Hell (depending on alignment) when you logged in. I liked it.
#16
Posté 17 avril 2012 - 08:29
The death system I implemented in Harvest of Chaos: King's Festival + Queen's Harvest has a 2da file that can be modified to suit the player and also uses the difficulty level to determine behavior. Basically if you play easy mode characters are knocked down instead of killed, as in the OC death system, otherwise they are killed until raised, as in SoZ. This is customizable with the 2da settings though so even people who prefer to play hard core difficulty can still specify knock-down death if they like. Resting is restricted by default to non-manmade areas and there are area specific wandering monsters unless resting in a safe rest location. The rest settings are also customizable with a 2da though. Basically I accepted that you cannot make most people happy, so instead make it customizable so they have options.
Regards
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