PC Dead is Dead, how does this work really?

WarMongerian

Active member
Hey folks, just wanted to ask a question or three on these options.

perma death.jpg

Can folks actually make a new character, starting all over when they die?  I only ever hosted a game, where one dude wanted to test this out, and asked me to change my game settings (he had to walk me through the process) so that he could deliberately kill himself, and see what happened.

Since there were three of us in the game, and neither I nor our third wanted anything to do with dying permanently, the third guy left the game and hung out in the discord voice channel, while I (the host) changed the settings, and then went back in game, while our suicide guy joined and then died.  We both then left, I changed the setting back, and myself and my still living teammate, rejoined and kept playing.

Will the settings above achieve a "new character" in an existing game? 

What do they have if so?   

Are they just reset back to a level one guy, with nothing?  

Can their corpse be looted (so to speak), and their items recovered?

The reason I ask this, is someone in another thread said something about, starting off with a pre existing base, so I started wondering about what happens to a base a guy builds in a game where perma-death is a thing?

 
You may need to set Persistent user profile to OFF.

But i will be corrected if that is wrong.  Don't know how it

works on a server.

 
You may need to set Persistent user profile to OFF.

But i will be corrected if that is wrong.  Don't know how it

works on a server.
That only pertains to the user avatar. Mostly just a feature for PvP servers so a player cannot re-join looking different every time.

With permament death it basically resets the character on death. You come back into the world as if you just started.

It does not reset anything in the world, so it is pretty much a self-defeating feature. You just find where your base with your stuff was, and grab the spare gear you set aside for in case you got nuked.

 
@SylenThunder, Right after I read your response I did a lot of testing

to understand it. Basically it's a named placebo. Ever since people spoke

of dead is dead. I have always manually quit deleted my save folder and

started over. I have read a lot of posts for the play idea, and it's about even

for manually wiping verses using the menu.  I know that under the circumstances

this would be considered wrong  to do, but, ever since I did the tests I can't stop

laughing when I think about it and the conversions it spawned. You made my day.

 
It does not reset anything in the world, so it is pretty much a self-defeating feature. You just find where your base with your stuff was, and grab the spare gear you set aside for in case you got nuked.


It's basically like the "Delete All on Death" setting that's been around for forever with the added penalty that you have to start all over with perk points and magazine reading as well. It's weird. I've tried it and pretty much just prefer to either play with the basic "Delete All on Death" and keep my perks and skills so I can craft decent replacement stuff or just delete the world and start completely over if I'm in the mood for an actual Dead is Dead experience.

 
@SylenThunder

I started thinking about the Dead is Dead boondoggle.

Once before I posted a question regarding player inventory possibly being managed in a dbase type of file. 

It was explained and corrected for me by @Riamus. Here is an expansion on that question.

If a region file is created to keep a record of changes, it is in fact a database, not contemporary but doing the

same thing

Under normal circumstances it keeps track of block changes from bedrock to sky. I don't know which class or

method controls it. But is it possible to assign a region file to player specifically, and player inventory as an extension,

basically giving them a designator tag or index, plus a unique identifier for all of the objects possessed and created

by the player. And have that posted in the user profile player folder. most players have things stored in a box, so whack

the box and the inventory should follow.

The normal region file would continue monitoring block changes as designed. The player region file would monitor

only the specific addons from the player. When playing permadeath in the menu. Wiping the player folder would

wipe their inventory, making it viable, or could be expanded to LCB area, with stipulations, don't want 3 skyscrapers

crumbling at the same time.

Index memory is possible that is how the inventory returns to the position in the utility belt. Region monitoring is

already in place, one file would just need to be reallocated for personal belonging. Would it be doable, not a clue.

But I was trying to think of what was in place that could possibly be adapted to it.

 
@SylenThunder

I started thinking about the Dead is Dead boondoggle.

Once before I posted a question regarding player inventory possibly being managed in a dbase type of file. 

It was explained and corrected for me by @Riamus. Here is an expansion on that question.

If a region file is created to keep a record of changes, it is in fact a database, not contemporary but doing the

same thing

Under normal circumstances it keeps track of block changes from bedrock to sky. I don't know which class or

method controls it. But is it possible to assign a region file to player specifically, and player inventory as an extension,

basically giving them a designator tag or index, plus a unique identifier for all of the objects possessed and created

by the player. And have that posted in the user profile player folder. most players have things stored in a box, so whack

the box and the inventory should follow.

The normal region file would continue monitoring block changes as designed. The player region file would monitor

only the specific addons from the player. When playing permadeath in the menu. Wiping the player folder would

wipe their inventory, making it viable, or could be expanded to LCB area, with stipulations, don't want 3 skyscrapers

crumbling at the same time.

Index memory is possible that is how the inventory returns to the position in the utility belt. Region monitoring is

already in place, one file would just need to be reallocated for personal belonging. Would it be doable, not a clue.

But I was trying to think of what was in place that could possibly be adapted to it.


Yeah, I was thinking of simplifying it even more. Just have it remove the players LCB, and reset the associated chunks.

However in a multiplayer standpoint, it breaks many things when you have a shared base and the "owner" dies and all that is removed.

As it is, their current implementation is probably the best overall, though it does still defeat a lot of the true perma-death gameplay goals.  It should probably be renamed to "reset-on-death" or something like that.

 
Back
Top