Thorfinn Posted September 27, 2024 Report Posted September 27, 2024 4 hours ago, Deaderpan said: what about a late game keep inventory system? Is there a need for one? It's pretty hard to get killed in late game unless you do something really foolish.
Brady_The Posted September 27, 2024 Report Posted September 27, 2024 4 minutes ago, Thorfinn said: Is there a need for one? The game offers the configuration to keep inventory on death. Why not implement this suggestion to balance this option for users, who might consider this option too strong without any costs or drawbacks. 1
Maelstrom Posted September 27, 2024 Report Posted September 27, 2024 5 hours ago, Deaderpan said: considering that a big aspect of the game is temporal mechanics, what about a late game keep inventory system? what i have in mind is, you have to build a very expensive device that you place down, its powered by temporal gears. to activate the device you need to give it a blood sample of yourself so you touch it and take a huge damage hit and a temporal stability hit at the same time. from then on you have a keep inventory on death effect that lasts up to one death. when you die you respawn with all your items but your super low health and near starving and your temporal stability is next to zero. hell i wouldnt mind if it brings forward the next temporal storm by a day aswell. but then after you have healed up and got your sanity back, you can activate the machine again. basically, i dont mind an end game lore friendly keep inventory mechanic since the game already has temporal mechanics that can be used to justify it. Interesting idear there. I'd say make the damage as 90% of the maximum possible HP if all nutrients are at full. That would take some time to get to the point making the death penalty really mean something. 1
Thorfinn Posted September 27, 2024 Report Posted September 27, 2024 (edited) 2 hours ago, Brady_The said: Why not implement this suggestion to balance this option for users, who might consider this option too strong without any costs or drawbacks. Because it's code that will take time to write and debug, and which gives the exact same result as "keep everything on death", throw a bunch of stuff into a hole and let it despawn (5 basic poultices, a temporal gear and a slice of pie if playing wilderness) and give yourself a "time out" for however long it would take to restore from low stability. It's a death penalty that you don't even have to code into a mod. It if that's what you want the penalty to be, just do it. Edited September 27, 2024 by Thorfinn
Khornet Posted September 30, 2024 Report Posted September 30, 2024 Quote Can we find alternative for "sprint naked to loot your corpse"? We don't need to find one. It's already there. It's called "turn off inventory drop on death". 2
Veil Posted October 2, 2024 Report Posted October 2, 2024 (edited) I never liked the death dropped "Item Despawn" timer in any survival game. It completely negates the entire purpose of the survival part of the game. If you throw an item into a lake or something, sure it should despawn after a while. But not player death dropped inventory items, weapons or gear. Just leave the Players dropped items there, so it forces the player to decide if the items are worth the risk of launching a rescue mission for. Or if they need to call their friends to log in and help with the rescue mission! Have death dropped items despawn after a year of ingame time has passed. That is how it should be. Edited October 2, 2024 by Veil
PixelDough Posted October 3, 2024 Report Posted October 3, 2024 (edited) A sort of temporal "buy back" system could be cool. Any despawned items, regardless of the cause, could be bought back using temporal gears. Like a trader, but with a buy inventory of items randomly selected from what has despawned in the world. Trade in temporal gears to get the items back that are most important to you. Then item despawning could have some amount of "in universe" explanation as them getting lost in the temporal instability or something like that. And you're using the temporal gears to restabilize them out of the ether. Edited October 3, 2024 by PixelDough added more detail to explanation of benefits 1
Thorfinn Posted October 4, 2024 Report Posted October 4, 2024 Has anyone tried https://mods.vintagestory.at/localrespawn? It supposedly makes you respawn near your death point, the radius set by your configuration at game creation. Being within 50 or 100 blocks of your death point sounds like what many are looking for. You can spawn in, and take precautions to deal with the bear or wolves or drifters or whatever took you down.
Maelstrom Posted October 4, 2024 Report Posted October 4, 2024 13 hours ago, Thorfinn said: Being within 50 or 100 blocks of your death point sounds like what many are looking for. You can spawn in, and take precautions to deal with the bear or wolves or drifters or whatever took you down. Are you serious? You should realize the hilarity of you comment most of all. But to paint the picture... You're off exploring thousands of blocks from home, get elk-jacked by a bear. Spawn within 100 blocks all nekkid and afraid to figure out how to evict that bear from corpse camping your stuff. Ooooorrr... Run home to equip yourself sufficiently to deal with said murderous bear AND THEN run BACK to execute judgement upon hood critter bear with extreme prejudice. Personally, I'd prefer just running once to deal with the miscreant critter.
Thorfinn Posted October 4, 2024 Report Posted October 4, 2024 (edited) The few times I've played non-permadeath, I haven't noticed bears corpse camping. Wolves, yes. But not bears. But even if they do, you can pretty easily handle them with spears without getting into aggro range. Worst case nerdpole up a few before taking them on. [EDIT] At the moment, the only critters you have to worry about are brown bears, right? Everything else you can just lure away. So what's that, 8, 10 spears to either kill them or make them flee? [EDIT2] And if a brown took you down, you encountered him point-blank. If you are forest or scrub, you should be able to scrape him off. If you were on open ground, kill him, and do a better job scouting next time. It's not like brown bears hide all that well. Edited October 4, 2024 by Thorfinn
Maelstrom Posted October 4, 2024 Report Posted October 4, 2024 I did intend my comment for comedic value.
Thorfinn Posted October 4, 2024 Report Posted October 4, 2024 (edited) I was thinking about it, and probably 50 is way too close -- 25% of the time you will spawn in aggro range. 100 radius would be about 6%. 250, 4%. Whatever your comfort level. The author says he's thinking the next release would spawn on the circumference. Edited October 4, 2024 by Thorfinn
dimanari Posted October 12, 2024 Report Posted October 12, 2024 (edited) my take on this, after playing CoreKeeper: a middle point between "keep everything" and "drop everything" is a really nice thing, like keep hotbar. the temporal gear enhanced inventory is also a nice option for mid-to-late game players to give better inventory retention on death and can make some games with drop inventory require more thought into the gear you keep inside those sound slots, but it doesn't really change the duality of "keep everything" vs "drop everything" that still exist beyond making the latter closer to the former. some people like that challenge, others don't, and some people fall in the middle. I discovered I fall in the middle after playing a few games that provided that middleground, but I have no idea how to approach it in VintageStory in a fun way. CoreKeeper is a boss rush RPG based sandbox, and VS is a survival craft sandbox, they are very different in the power scaling and progression. maybe someone can mod the ideas here in to test them out? EDIT: yes I forgot you keep clothes and armor normally, been a while since I played and it's not like I died too much anyways. also, gravestone mods are really good for "drop inventory on death" games, you can rage quit and do other things without fearing your items despawn or get scattered across 2 timezones(like in other block game tm). Edited October 12, 2024 by dimanari
Skala Posted October 14, 2024 Report Posted October 14, 2024 On 8/16/2024 at 12:34 PM, WiredSlumber said: Another way to punish people for dying, would be to have some sort of death sickness instead of dropping items. Maybe lower work speed, higher hunger rate, slower running speed, etc... This is perfect. It's a reason to avoid death, but also not soul-destroying like losing your valuable tools/armors. A death sickness that stacked on continual deaths would be my recommendation. So if you haphazardly charge into the same dungeon again and die, your penalty is even harsher until the sickness wears off (either automatically or through a new kind of item that costs resources)
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