For me, nothing can top the best death penalty of all, the dread corpse run. I really don't think any other penalty is required. it's already perfect a penalty and adding more penalties to it is simply overkill and counterproductive.
Instead I would focus on making it more interesting and fun.
I would add a number of spells to aid players in their corpse runs. These would be skills you can collect but can only activate after you die and are naked.
there would be a number of different ones available that can give you a small leg up on your shameful journey back to your stuff. You can only use one per death and cant recast. choose wisely! They all have a random component to them so insult is possible to your injury!
1) Animal Polymorph: you turn into a random animal and gain either speed (deer), stealth (rat), or even flight(seagull). One hit and your dead again. You can cancel this effect any time and it also lasts for a random time from 5-15 minutes. 2) Spirit Guardian: Call the wolf, panther or eagle to aid you. 10% chance guardian is a coward and will flee at first sign of battle. 3) Summon Weapon: summon a temporary weapon for yourself. You randomly get the staff, sword, bow or dreaded spoon. Lasts up to 5-15 minutes (random timer). 4) Unstable Portal: will usually bring you closer to your corpse. Sometimes it will not. 5) Prismatic Invisibility: this will make you invisible to either undead, animals or humanoids. You just wont know which or for how long. 6) Death Beacon: this spell shows you where your corpse is. The problem with it is that it cant be deactivated for 5 minutes and, you cant hide and increases your aggro range a fair bit while active. Activate the death beacon at your peril. 7) Rando's call for help: will randomly cast activate one of the available effects other than this one. 8) Reckless abandon: gain incredible speed at the cost of health per second. Disables all health regeneration. Stop moving for 3 seconds to disable the effect. 9) Sluggish Brute: makes you resistant to attack and very slow as well. Lasts 1-3 minutes (random timer). 10) in-sight: if you can see your corpse this spell will either bring it to you or you to it. 50/50 chance.
additional to this there would be a standard corpse summons option available but it would be very expensive and would be a sort of a last resort. There would also be the drag corpse option players could give other players the right to do though it could be revoked at any time. You would start the game with one of the above at random but you could find them all in your travels. You wont know which one you get until your first death. New ones would be added occasionally.
I don't think anything else is really required. The corpse run is already perfect, other than adding a little fun fluff and a corpse summons backstop I don't think you need to fiddle much with it. Adding more penalties would only make it less viable imo and take the fun out of it.
I believe the random components in the helper skills is necessary for the comedic value. Most of the time they will be somewhat helpful but you have to have those times where it just goes to shit on you.
this death system works in conjunction with the archetype system from my other posts and as such even when your naked you will retain some of your archetype specific defensive ability, which becomes full again when you equip your archetype specific core armor (boots, legs, chest, gauntlets slots). As such you will not be completely defenseless on your corpse run as you will still have access to some of your core defense and non weapon skills (unless you find a weapon) or spells you have available. So a mage will still be able to access their aura but it wont be as nearly effective without the armor backing it up. Similar for fighters toughness and rogues positioning.
I know games are games and I am used to many unrealistic game mechanics. Fantasy games are fantasy after all. But I don't know why, I have trouble to accept the corpse run even if, from a game design perspective, I agree, this is a good game mechanic. It indeed features a good balance between failure and recovery.
I know games are games and I am used to many unrealistic game mechanics. Fantasy games are fantasy after all. But I don't know why, I have trouble to accept the corpse run even if, from a game design perspective, I agree, this is a good game mechanic. It indeed features a good balance between failure and recovery.
I didn't think it was palatable these days but Valheim changed my mind.
I know games are games and I am used to many unrealistic game mechanics. Fantasy games are fantasy after all. But I don't know why, I have trouble to accept the corpse run even if, from a game design perspective, I agree, this is a good game mechanic. It indeed features a good balance between failure and recovery.
I would rather have either xp loss or the player sent to some realm of the abyss where they have to get out.
And possibly give them a choice.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
I have a very good D2 memory, in which a pug run was failing at the final boss, and instead of leaving, we never gave up.
We lost a bunch of experience and levels (nightmare mode) but we were ultimately "victorious". We got our gear back and the new loot. That was an epic fight.
ive not played wow very much, so im not sure how the dread corpse run works.
so in spirit form, can you be attacked? because some of the suggested sppells imply that you can be attacked?
also, once your reach your corpse, do you respawn at the spot with your ocorpse, or back at the respawn altar?
im not sure if you lose items on death. maybe running back to your corpse lets you retrieve items?
This is nothing new. Corpse runs were in the first mmos Ultima Online and Everquest. it was recently brought back into popularity in survival games like Valheim.
basically when you die you leave a corpse with all your equipment on it. You just have to go get it (loot that corpse) and you can be attacked and die doing that. Thus I added some minor flavor to the retrieval part for a little bit of fun and to make it a little more interesting.
ideas like corpse summoning and letting player drag your corpse are also from Everquest. Nothing new their either.
wow corpse run is not the same as it lacks all the danger components and is basically worthless in terms of gameplay.
Comments
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
ive not played wow very much, so im not sure how the dread corpse run works.
so in spirit form, can you be attacked? because some of the suggested sppells imply that you can be attacked?
also, once your reach your corpse, do you respawn at the spot with your ocorpse, or back at the respawn altar?
im not sure if you lose items on death. maybe running back to your corpse lets you retrieve items?
basically when you die you leave a corpse with all your equipment on it. You just have to go get it (loot that corpse) and you can be attacked and die doing that. Thus I added some minor flavor to the retrieval part for a little bit of fun and to make it a little more interesting.
ideas like corpse summoning and letting player drag your corpse are also from Everquest. Nothing new their either.
wow corpse run is not the same as it lacks all the danger components and is basically worthless in terms of gameplay.