People haven't seemed to like the idea of a craft-able spawn place. I agree they should be hard to make, but i dont think they should be able to be stolen. The idea of a break-after-use is interesting too.
People haven't seemed to like the idea of a craft-able spawn place. I agree they should be hard to make, but i dont think they should be able to be stolen. The idea of a break-after-use is interesting too.
break-after-use is horrible. We need something permanent to make our house a HOUSE.
Changing spawns is perfectly acceptable. It should only be able to be done once every so often, and you should have no way to instantly travel to your home location without dying, unless it's set to peaceful mode.
People haven't seemed to like the idea of a craft-able spawn place. I agree they should be hard to make, but i dont think they should be able to be stolen. The idea of a break-after-use is interesting too.
break-after-use is horrible. We need something permanent to make our house a HOUSE.
I think what he was going for was a one time chance for death. If you die you have to reconstruct a spawn should you chose so. I actually don't really like the idea of break-after-use (just because it puts far too much pressure on the aspect of death, it weighs it down, really.) i just said it was interesting.
I think the current spawning works rather fine, but i think people should spawn randomly each time in a 50x50x10 area.
My other idea for spawning would be a random place on the map, but that might get problematic/overpowered if you or someone else build a base on top or your spawn, OR inversely could NOT build their base there, or harvest materials.
OK guys... I've read the first few and last few pages of this.
Most of these ideas are really convoluted and unreasonable, on top of being unrealistic.
Here's a simple solution: Points.
You play the game to get points. Killing a mob nets you points. Mining ore give you points. Crafting high-tier items rewards you with points. Stuff like that.
By accumulating points, you reach benefits, for example, if you have at least 10,000 points you're rewarded with some bonus such as a funky decorational item. Not some kind of ability that could be abused or ruin the challenge of the game. Maybe the ability to paint blocks, or something. Use your imagination.
Dying has the consequence of losing all items in your inventory, and it also cuts your points by some arbitrary percentage. If it drops below a certain point, you lose the ability you gained or maybe the item you received no longer functions or turns grey to show it's been tarnished.
Maybe in single player, it would give you the ability to spawn a single human mob to live with you in your otherwise solitary existence. You'd have to keep his HP up, and if his hands were empty, he'd wander around short distances. You could equip him with a sword and he'll follow you around and attack mobs. Give him a pickaxe and he'll increase your digging speed by hacking at blocks with you. Stuff like that. You'd accumulate points to build a little village.
Back on topic, You respawn in the general area of your spawn point (which you have the option of changing, quickly and easily, but with some kind of time limit on each change to prevent abuse).
Being warped miles away is, frankly, a terrible idea in practice. So is a temporary ban. That would be really annoying when people just want to play minecraft, and they get banned, or have to spend a load of time walking back to their place.
It would be frustrating.
The idea is to keep it simple. Using the points could also be the a basis of 'winning' the game. Maybe if you reach a certain astronomical level (A million points?), You'd be treated to a (very short) credits roll with some funny cut-scene animation sequences (In single player, the game would pause. In SMP, you'd sort of fade out and be intangible). When you regain control of your character, you'd see that he's grown angel wings and can hover short distances. Maybe unlock some new background music.
Something like that would be only slightly advantageous to gameplay but a major status symbol.
Any criticisms to this system? Has someone suggested points/reward before?
One last thing: LAND CLAIM. NO. BAD, BAD, BAD.
Maybe server operators should have the ability to designate permissions to an exclusive party over a reasonably sized area. But it should not be in the hands of the players themselves, for blindingly obvious reasons.
There are already points. Plus, notch is planning settlements.
The problem here is that some feel that death needs to be more harsh then other. I'm gonna wait for the game to be finished then find a server that has the punishment for death set at the level I want.
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The problem here is that some feel that death needs to be more harsh then other. I'm gonna wait for the game to be finished then find a server that has the punishment for death set at the level I want.
I think that's what a lot of people are hoping to do, find something that matches their style of play.
I don't know about the spawn point, but what I do know is that death needs to make a point.
What I believe is that death in real life will be our last grand adventure. Because this game is not based on real life, this does not work here, but of course what I would like is that it should not happen anytime soon in real life either. :biggrin.gif: LOL
What I understand here is that each death gives you all your hearts back and then resurrects you at the spawn point. This can be exploited by those who think seconds matter to them. This is what some people call as a "suicide healing". Instead of making the point of creation punish those who actually use this "strategy", why not affect our death experience itself and not the spawn point which has not done anything wrong here? Everyone wants to have a solution to this, but yet there are no solutions that satisfy each of us because we center our focus majorly on the spawn point. What if the solution is to just add another viewpoint to the game? I have highlighted the main ideas in brown.
What do you do while you are alive in Minecraft? What do you do while you are dead? See the point? The whole game lacks the other half of the life & death perspective. That is why in my opinion this suicide healing is becoming a problem amongst the server hosts. My suggestion is assembled below from these two parts and due to these parts it is clear that the death could be yet a wanted event to happen, but not because you want to have your hearts full and absolutely not whenever you would like to continue from where you left. Suicide healing would be history and death would be unwanted event whenever you and the other players are not ready for it. How to revive you then and what does a resurrection mean? Players may revive you, but mobs may resurrect you. Interested? Continue.
The Long Death
This one cannot be prevented by yourself. You are and stay dead, but other players have the possibility to revive you. In the meantime you float above the ground as a ghost of some sort ( with a temporary ghost texture ) that cannot interact with the rest of the world or at least not that much. You may however initially teleport near a fellow player to haunt with some added spooky sounds like "boo..." or "muhahahaa..." and so on. This could give a signal for them to address a search party to come and "save" you from your apparently boring unlife. Maybe you could be able to mine as a ghost, but it would be very slow and ultimately futile to actually break anything, but as a sign it could be enough for others to notice that something is not right. You remember those horror movies where a ghost tries to move a candle? Well in Minecraft it could be a block that seems to mine itself.
Maybe Notch could introduce a crystal ball item which could make everyone that use one a clairvoyant to see the ghosts of those dead players so they could find and revive them more easily? A ghost player could teleport next to this crystal ball when it is placed on ground. Then it would not have to do anything since the ball would locate the spot of the ghost and give the clairvoyant a "clearvision" ( little blurry sight ) to be able to see the ghost near the ball. Then the ghost could speak to the clairvoyant normally thru chat or if that is hard to code, the ghost could just simple point the direction, teleport there and thus reveal the location of the bones to the clairvoyant since the ball locates the presence of the ghost in the first place and the effect would remain for the next 5 seconds for example.
Okay, now how to revive a dead player then? This could be done in many ways, but below are three favorites of mine. All process related to these are rather easy, but you could make them as hard as you want to yourself. Of course the game would check if you are alone at the server at the time of your death and thus it would revive you to the nearest spawn point after 10 seconds for example because otherwise it would have no purpose without other players. Whenever there are more players with you or newcomers however, you would need "them" to do one of the following tasks:
Revival Vial
First you could revive another player with an item called Revival vial.
It is a liquid mixture of certain herbs found everywhere which are carried in a piece of glass vial.
To make a revival vial, place the herbs into the crafting slots with a one block of glass.
Then take the vial to the bones of your fellow dead player and use it on them.
This revives the player ( spawns on the spot where bones were ) and makes the bones disappear.
Notice that this vial cannot be used by the dead player itself. Only another player can revive another.
This makes the teamwork and clans have a whole new meaning. Or at least a view. :biggrin.gif:
This method is mobile so you can carry many vials with you and share them.
Fountain Dew
This is the second way to bring a fellow player back to life.
Build a fountain which is big enough to greet some bones when thrown to it.
Search for the bones of your fellow player and take them with you.
Mix a bucket of water with a slimeball to produce the bright green yellowish dew.
Add the dew on top of the fountain to make it fall down nicely. Nice color isn't it?
Throw the bones into one of the formed dew blocks to revive the player into that spot. Bones disappear.
Ironicly enough, drinking the dew would not fill your hearts and it would not make you feel take a hike.
Of course this fountain could not be moved so this method is stationary AoE.
Damsel in Ghoul-distress
This one is a bit tricky because a mob necromancer would resurrect you instead.
It could cast a spell on you to resurrect you as a ghoul ready to serve it's purposes unknown to you.
You are again amongst the book of the living, but with a temporary brownish or light blueish ghoul texture.
This time you just have a master to serve. No worry. It just floats around you and keeps you on a leash so to speak.
You are a bit faster and a bit stronger, but you cannot use any items, mine or even drown yourself.
You can however attack everything else out there except your master. A failsafe component within the spell.
Everytime a projectile is shot toward your master, it will teleport so the projectile will always miss.
Your attack is treated as a projectile so that is why it will also teleport whenever should you try to attack it.
A mob necromancer is a passive-defensive mob. That is why it leaves the attacking to the ghoul servants.
Everytime you are killed, you are resurrected as a ghoul by the necromancer within a safe distance.
This is why your fellow players should try kill the necromancer before they even consider to blow you to oblivion.
Quite a twist ain't it? If there should ever be one like this that is. :biggrin.gif:
The catch here is that the death is neither a punishment nor the end of death! It is a whole new point of view for your survival thru death. Your entity just floats around until someone comes to revive you, take you to a fountain to revive you or if you are unlucky enough, the next thing you see is a mob necromancer floating next to you when you wake up as a ghoul. Life as a ghoul shouldn't be that bad thou. Take a thought for a moment. Imagine this:
Of course whenever another player should die and your master is around, it would resurrect that player also as a ghoul servant. Then there would be two of you! It is more fun when there are two pair of heads in the same stew isn't it? You can wander around and the undead mobs are neutral to you since they are on the same side as the necromancer unless you provoke them of course. It is similar to a wolf I guess. Nothing new here. Well since your master is just going to hover around you, take a hike and explore the world. It will follow you, but don't run too fast or it will slow you down so it can keep up with you. Not that the trip does any good to you since you cannot use the map or anything, but it could be fun for awhile. Maybe eat a couple pigs every now and then while you are at it. That should be fun for awhile too. Then go to the beach and take a dive. It does not matter because you cannot drown. You don't remember how to breath. Oh well, too bad you don't know how to swim either. :biggrin.gif: LOL
So what is the point to be a ghoul? At least you get to taste how those zombies feel when you go whacking their heads with swords and all. Oh! Of course it is fun to become a watchdog for your fellow players whenever they learn that it is you who are the ghoul! They just kill the mob necromancer and let you live. However I am sure they don't know about your opinion in that case. I think you would like to know how to die in that point when your fellow players want to become "new masters" of yours don't you? :biggrin.gif: LOL
At that point when you wish you would have not met the necromancer, you would like to be revived right? Well it would be easy because all you need to do is to die. That would spawn your bones there and then your pals could just throw a vial at them or throw your bones to the dew. Simple isn't it? Of course at that point when there should be no non-ghoul servant players left, the game would let some evil laughing voice ( ...a mark that the darkness has won or something like that... ) from the background and then spawn you all at the spawn point again. This could really make the game more appealing to everyone. I can give more information about the suggestions of mine if anyone wants to ask some more details. Keep it simple and don't lose the humor! :wink.gif:
What do you think? I say this could be the answer, but also a way to throw adventures at you. :biggrin.gif:
break-after-use is horrible. We need something permanent to make our house a HOUSE.
http://phearo.deviantart.com/
Hooray for Shameless self promotion!
fix'd
It's also neither magic nor scientific.
I think what he was going for was a one time chance for death. If you die you have to reconstruct a spawn should you chose so. I actually don't really like the idea of break-after-use (just because it puts far too much pressure on the aspect of death, it weighs it down, really.) i just said it was interesting.
I think the current spawning works rather fine, but i think people should spawn randomly each time in a 50x50x10 area.
My other idea for spawning would be a random place on the map, but that might get problematic/overpowered if you or someone else build a base on top or your spawn, OR inversely could NOT build their base there, or harvest materials.
There are already points. Plus, notch is planning settlements.
http://phearo.deviantart.com/
Hooray for Shameless self promotion!
I think that's what a lot of people are hoping to do, find something that matches their style of play.
You necro'd it. >.<
I wish I was in this :C
... Just a friendly reminder that this topic was created in August 2010; it is now out of date due to the advent of beds.
We do NOT have a necro rule for suggestions, as an aside.
I recommend that this thread be locked so that it can finally die, it's lived a good life.
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