Mechanic life and death, and punishments

KrashYT22

New member
-We were promised a new system of punishments for death. Earlier, the maximum indicators of health and stamina were reduced, while there was a restriction on the fall.

-In the new version there is absolutely zero motivation to survive, because a death buff is given randomly, which basically makes the craft uncomfortable and that's it.

-When all this, the hero wakes up healthy, and sometimes even the feeling of hunger is removed.

----- suggestions -----

1. It seems to me that it would be nice to add corporate mechanics - if the hero is in the team, add the ability to raise him. Until he bled to the end with blood, or he was not caught by the zombies. As a result, the player will have the option immediately revive, or wait for the resurrection

2. After any resurrection, give the character a starting health of 10-20%. And not a full bar.

2.1 Hunger and thirst are hard to adjust, because if a player dies from one of the two, and wakes up with the same indicators, it turns out will die instantly, or will be terribly slow, and will not be able to find food, and still die, this question must be seriously time to think it over.

3. Deadly bonus again, a very dubious effect. Therefore, in case of any death, impose an accidental injury.

- Light wound - decrease in maximum health by 5% (Tightens itself within 20 minutes) - a bandage or a medical bandage, as well as stronger means, will remove the effect

- Wound - reduction of maximum health by 10% (30 minutes is delayed itself) The bandage will reduce the status to a slight wound, the medical bandage will remove the effect.

- Deep wound - a 20% reduction in maximum health by 40 minutes (the first-aid kit will cure injury, a medical bandage will reduce the status to a light one, a normal bandage will reduce the status to a normal wound)

- Accordingly, if the hero dies with the presence of a light wound, and when he dies, if he chooses an accidental injury, of all possible, a light wound falls out again, until the wound from the light becomes an ordinary wound. If the usual falls out, then the wound will become deep. And if a deep one comes out, then in the end it will again be deep. This concept will work with other types of injuries.

-Easy hand fracture - 20% slowing down the speed of attack, crafting, reloading, mining. Heals itself, or with the tire heals faster. Reduces all nearby damage by 15%.

-Fracture - 35% slowdown (all of the above), damage minus 30%. Treated only by bus. Strong attacks damage the character, and increase the healing time.

-Strong fracture, 50% deceleration, 60% reduction in near damage. It is treated with a tire. Normal attacks cause damage to the character, and extend the duration of treatment. Strong attacks will cause more damage to the character, and increase the healing time.

The same concept as with a wound, upon receiving death, for a stack of injuries

-Easy leg fracture, movement speed -15%. It is treated itself, with the bus faster. A fall from a height of 2 meters does damage and prolongs the healing time.

-Medium fracture of the leg - 30% of the speed of movement, jumps cause damage, and increase the treatment time, can only be treated by the tire

- Severe leg fracture, - 55% of the speed of movement, the sprint causes additional damage to the character, and increases the treatment time,

same concept of stack injuries

Of course, all figures are approximate. For balance, everything needs to be recalculated several times to get the exact desired numbers.

- Light dizziness - with a periodicity of 5-20 seconds, the effect of a slight blurring of the screen appears (as with addiction or alcohol, but easier) for 1-3 seconds it is treated itself or with painkillers (the rest as well)

- Head injury

with a periodicity of 4-10 seconds blur effects for 3-7 seconds (average blur) the speed of the whole is reduced by 10%

- Concussion - a strong blur with a periodicity of 2-5 seconds for 5-15 seconds. All speed reduced by 30%, you can not run. It is treated with a first aid kit or itself

--- conclusion ---

This is about a general concept, numbers and effects applied, but the essence seems clear to me, thank you for your attention

 
While things are much better than in A16, I agree that death and its consequences still don't feel right. Attribute loss is mostly penalizing when you invest in int and don't already have crafted supplies. Max stamina gets increased and max health/debuffs are reset removing the need for medicine.

I at least agree on the following:

-Death shouldn't reset health or debuffs.

-The death penalty should stack up to a limit.

-The near death trauma should feel more like an actual trauma with greater consequences (for all builds). Reducing attributes doesn't cut it.

-The players should be able to reduce its duration (up to a minimum duration limit) by using medicine, so that another large medicine sink is created.

 
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I absolutely hate dying on later levels because I can no longer 2 shot boulders,craft level 6 quality items and lose 1 crop from living off the land. I feel I am punished more than my character is lol.

 
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