Quote from Rubisk
Or you just teleport all the players with the correct cooldown whenever you detect a player with 0 HP. That will teleport any fallen items too ;-)
My thoughts on renewable, unlimited, resources, inventory management and stuff
(I should really just put out word documents for these T_T)
Renewable never equals disposable. Disposable is stuff like cobblestone in vanilla, or zombie flesh. This is the stuff you can throw into lava pits forever and still have plenty. That isn't true with renewable stuff.
Now, there are 2 types of renewable, and I'd like to feature them both. Type 1 is the easiest, it's farmable in a safe matter. This is where taking a 20 comes in. You can get plenty of it, as long as you stick time in it. Now, here's the point. Because you spend time gathering the stuff, you're going to be careful with it. It's kinda a way to tell through mechanics that those resources are available unlimitedly, but you shouldn't waste them. If you encounter 1 zombie, and only got 20 arrows, you're more likely to kill him with a sword, even though it would be safer to shoot him. Why? Because, you need to farm skeletons again after you shot him. And you'd like to conserve your resources. It isn't unlimited, and shouldn't be either. Giving a player a double chest of leather is totally different from giving them 2 cows and seeds. With the doublechest, you can instantly make a suit of leather anytime, taking on punishing or loot-heavy areas with full leather all the time. With 2 cows and seeds, you're... less likely too.
And than there's the second type of renewable, the monster-hunter type. This is very, very interesting, because you basically allow for players to fall back all the way to the start, and have to start climbing slowly. Basically, you need Tier I resources to be able to "safely" gather Tier II resources. And you need those to get the better stuff, etc. This features great inventory management. If you take all your stuff with you, you're very likely to lose it and be set back a tier. That makes for amazing design and gameplay.
However, mapmakers have to be careful with this type of renewability. You must make sure that there is an intrinsic reward, and not only the Tier-ladder. If the combat ITSELF isn't fun, if there is no engagement in killing the mobs you need to kill, the map will fail. Monster hunter maps (afaik) have a harder time using exploration as intrinsic reward, so they kinda need interesting combat. And that's tough too pull off.
Dieing with none-renewable resources is a totally different story though. Maps should never be designed using only non-renewable resources. They should intent on player betting the resources, and sometimes losing. If the player bets right, and beats the area using just what they need, they'll eventually save up a giant stockpile of resources. However, if the player always takes the best stuff he gots, he's going to get a harder time throughout the map. If he always takes the worst stuff, he eventually might run out of resources that are renewable, not disposable, and find that it might be a better idea to get some decent gear so he doesn't have to farm charcoal all the darn time.
Ok, Done. Go use it please. And please read it <3
Really good ideas, I actually made a few mobs that have a percent chance to drop leather or sticks and over time at the start of the map you'll gather leather while fighting zombies so the more you kill the better equipped you'll become.