Death, Phase 1
Posted: Fri Aug 16, 2019 11:31 pm
Phase 1 of death mechanics is in. It's fairly simple. When a player character dies, the following will happen:
- The character loses a sizable chunk of experience. This is based on their current level. This can potentially cause level loss. Exact amount to be tweaked as feedback comes in.
- The character takes a large hit to their Sanity stat. Sanity recovers slowly over time. Physickers with the Sanity Therapy ability can help you recover sanity more quickly.
- The character takes a massive hit to their Morale stat. Morale recovers over time. Physickers with the Motivation Therapy ability can help you recover morale more quickly.
- The character's corpse and all their items are left at the place of their death. The items are ON the corpse, and only that player character can GET them again (no PvP for item theft). There may be rare exceptions for specific item types or events. Character corpses can be dragged, if others want to be nice and drag the corpse away from the dangerous area and closer to the respawned character for easier item recovery. Player character corpses are janitor-proof, but can (and should) be BURY-ed once there are no items on them anymore.
- The character respawns somewhere in town with nothing but some basic garments. There will be some very vague IC "explanations" given to the player when this happens. From here, it's up them to figure out a way to find their corpse and recover their items. Asking for help is recommended for corpses in dangerous areas! Don't get yourself killed again trying to get your stuff from your previous corpse.
Note: Yes, it is IC that you end up in a seemingly duplicate/new body while your old corpse is still out there. Feel free to have an existential crisis when you do get back to and gaze upon your own corpse, and speculate on what this all means. Being one of the Undying is a weird and unsettling situation.
More mechanics to come, but I wanted to roll these base aspects of out sooner rather than later.
P.S. Recent deaths and total number of deaths are tracked. Expect increasing penalties to build up if you die multiple times in a short timespan. I'm trying to discourage recklessness - particularly the whole "respawn and sprint straight back into the fray" thing.
- The character loses a sizable chunk of experience. This is based on their current level. This can potentially cause level loss. Exact amount to be tweaked as feedback comes in.
- The character takes a large hit to their Sanity stat. Sanity recovers slowly over time. Physickers with the Sanity Therapy ability can help you recover sanity more quickly.
- The character takes a massive hit to their Morale stat. Morale recovers over time. Physickers with the Motivation Therapy ability can help you recover morale more quickly.
- The character's corpse and all their items are left at the place of their death. The items are ON the corpse, and only that player character can GET them again (no PvP for item theft). There may be rare exceptions for specific item types or events. Character corpses can be dragged, if others want to be nice and drag the corpse away from the dangerous area and closer to the respawned character for easier item recovery. Player character corpses are janitor-proof, but can (and should) be BURY-ed once there are no items on them anymore.
- The character respawns somewhere in town with nothing but some basic garments. There will be some very vague IC "explanations" given to the player when this happens. From here, it's up them to figure out a way to find their corpse and recover their items. Asking for help is recommended for corpses in dangerous areas! Don't get yourself killed again trying to get your stuff from your previous corpse.
Note: Yes, it is IC that you end up in a seemingly duplicate/new body while your old corpse is still out there. Feel free to have an existential crisis when you do get back to and gaze upon your own corpse, and speculate on what this all means. Being one of the Undying is a weird and unsettling situation.
More mechanics to come, but I wanted to roll these base aspects of out sooner rather than later.
P.S. Recent deaths and total number of deaths are tracked. Expect increasing penalties to build up if you die multiple times in a short timespan. I'm trying to discourage recklessness - particularly the whole "respawn and sprint straight back into the fray" thing.