So there's a bit of a puzzle: how do you treat a dead player in multiplayer Survival? I have an idea: make them enemies. First, make them zombies with 1/2 the HP of a normal player. Then, re-reincarnate them as a 1/4 normal player HP skeleton. Then, finally, a suicide bomb creeper that can blow up anything. One-hit kill. Yes? No? Any other ideas to go with this?
Maybe, if it was team survival, there could be a 90 - second countdown in which you could revive them. If you miss that deadline, then they become a controllable zombie for the other team. The game would continue like this until there were no survivors. Kinda like l4d.
Well, to me, the unforgiving nature of survival is what makes it really enjoyable, and an immersive experience. If you knew that someone could easily revive you, then there wouldn't be much of a point to trying hard to live, and many players would just give up in fights too easily, or get themselves into stupid situations without any fear. This mode needs to have fear and consequences.
I do like both of your ideas -- sure, being a monster could be fun, but once you die 3 times, that'd be it. Some players might not want to go directly against their friends when they die, so this should probably be an optional feature. I'm gearing towards halfway between the two. I think that when a player dies, they should:
1 - lose all items and inventory (and a good amount of points)
2 - wait ten seconds
3 - spawn in either of three places: a set spawn point, a random location on the overworld, or next to someone else.
If a player's going to leave a server, they might as well leave due to their own frustration (from all their lost items). Of course, a player would also have a certain amount of lives, and then they would have to leave the game for good.
Something I suggested earlier is that when a player dies, they can be revived only by another player using an extremely hard-to-obtain item. While you're waiting to be revived, the player should be able to walk around w/o placing blocks, harming enemies, or even hindering other players from placing blocks where they stand. These rare items would require killing rare and powerful monsters or crafting things from massive amounts of gold, etc.
But yeah, this is a great idea. It requires you to retrieve the body, which means that lava is much deadlier and remote areas of the map are less desireable. It associates a heavy cost with death, meaning players need to be more careful with their explorations. And it's very theatrical and dramatic and all that such. My only suggestion is that the process requires a good 15 seconds or so (with a visible countdown on the deceased party's screen) in order to prevent people from wading into the middle of a battlefield and reanimating people haphazardly.
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maplestory scardy place is dungeon u all go will trap
Something I suggested earlier is that when a player dies, they can be revived only by another player using an extremely hard-to-obtain item. While you're waiting to be revived, the player should be able to walk around w/o placing blocks, harming enemies, or even hindering other players from placing blocks where they stand. These rare items would require killing rare and powerful monsters or crafting things from massive amounts of gold, etc.
Yeah, seems like a great idea. I actually think I like this idea the most so far. I am looking forward to doing boss fights, like giant dragons and stuff that appear somewhere randomly on the map, that are so big you can see them behind walls atleast 5 blocks high... I really hope we can feel that sort of thrill, fighting huge bosses cooperatively in order to get a nice hefty reward upon its defeat.
In terms of the reviving item, I think it'd be cool if the items appeared randomly not just on the overworld, but also underground in caves, or even embedded in solid rock, completely hidden from view. Imagine the desperation of digging blindly through rock trying to find some tiny gold cave with a holy grail in it just so you can res your friend. And the number of reviving items should spawn only once, according to how many players are active on the server in the first minute. And it'd also be cool if the map never ran out of reviving items; if the last one was taken, another one would spawn somewhere, so there'd always be some kind of hope.
Alternatively: one holy grail spawns in a random location each time someone dies. Death == Quest.
The only thing I'm against is crafting them; there's a possibility this could easily be exploited.
Something I suggested earlier is that when a player dies, they can be revived only by another player using an extremely hard-to-obtain item. While you're waiting to be revived, the player should be able to walk around w/o placing blocks, harming enemies, or even hindering other players from placing blocks where they stand. These rare items would require killing rare and powerful monsters or crafting things from massive amounts of gold, etc.
Alternatively: one holy grail spawns in a random location each time someone dies. Death == Quest.
The only thing I'm against is crafting them; there's a possibility this could easily be exploited.
I like this idea. Having to track down some glowing golden grail, probably miles underground in the sprawling natural caves... Placing torches so you don't get lost... Would be very cool. And I agree that the map should not run out of revive items, but I think only one should spawn at a time. So if someone dies, BAM, grail. But if someone else dies before the grail is used, it won't spawn another grail. So now, when you find it, you have to decide who to res first, and whether you want to do the whole thing over again for the other guy.
Adds to the consequence of death. You want to avoid it, because there might not be anyone willing to go through the trouble of questing.
If it was something like a retrievable item spawning, I recommend that it would only spawn somewhere reachable without digging, and, if the map is large, multiple grails would spawn and then disappear when one is collected.
You could test to see if it was reachable or not by calculating the largest area of connected air tiles, and then only allowing the item to spawn in those tiles and on top of pre-existing blocks.
I do like both of your ideas -- sure, being a monster could be fun, but once you die 3 times, that'd be it. Some players might not want to go directly against their friends when they die, so this should probably be an optional feature. I'm gearing towards halfway between the two. I think that when a player dies, they should:
1 - lose all items and inventory (and a good amount of points)
2 - wait ten seconds
3 - spawn in either of three places: a set spawn point, a random location on the overworld, or next to someone else.
If a player's going to leave a server, they might as well leave due to their own frustration (from all their lost items). Of course, a player would also have a certain amount of lives, and then they would have to leave the game for good.
revived player then only has 75 percent of max health.
Then 50 percent
Then 25 percent
Then just can't come back and can only watch.
But yeah, this is a great idea. It requires you to retrieve the body, which means that lava is much deadlier and remote areas of the map are less desireable. It associates a heavy cost with death, meaning players need to be more careful with their explorations. And it's very theatrical and dramatic and all that such. My only suggestion is that the process requires a good 15 seconds or so (with a visible countdown on the deceased party's screen) in order to prevent people from wading into the middle of a battlefield and reanimating people haphazardly.
Yeah, seems like a great idea. I actually think I like this idea the most so far. I am looking forward to doing boss fights, like giant dragons and stuff that appear somewhere randomly on the map, that are so big you can see them behind walls atleast 5 blocks high... I really hope we can feel that sort of thrill, fighting huge bosses cooperatively in order to get a nice hefty reward upon its defeat.
In terms of the reviving item, I think it'd be cool if the items appeared randomly not just on the overworld, but also underground in caves, or even embedded in solid rock, completely hidden from view. Imagine the desperation of digging blindly through rock trying to find some tiny gold cave with a holy grail in it just so you can res your friend. And the number of reviving items should spawn only once, according to how many players are active on the server in the first minute. And it'd also be cool if the map never ran out of reviving items; if the last one was taken, another one would spawn somewhere, so there'd always be some kind of hope.
Alternatively: one holy grail spawns in a random location each time someone dies. Death == Quest.
The only thing I'm against is crafting them; there's a possibility this could easily be exploited.
I like this idea. Having to track down some glowing golden grail, probably miles underground in the sprawling natural caves... Placing torches so you don't get lost... Would be very cool. And I agree that the map should not run out of revive items, but I think only one should spawn at a time. So if someone dies, BAM, grail. But if someone else dies before the grail is used, it won't spawn another grail. So now, when you find it, you have to decide who to res first, and whether you want to do the whole thing over again for the other guy.
Adds to the consequence of death. You want to avoid it, because there might not be anyone willing to go through the trouble of questing.
You could test to see if it was reachable or not by calculating the largest area of connected air tiles, and then only allowing the item to spawn in those tiles and on top of pre-existing blocks.