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Suggestion Make dying easier

Do you want either of these items?

  • Death Position Locator

  • Keep On Death Enchantment

  • Both

  • None

  • Meh


Results are only viewable after voting.

SirAlador

Member
Hello. I was recently looting a very good abandoned base. I came out with a full inventory and 2 full shulker boxes. However, this was very time consuming, and getting there and back spanned 2 days (not playing 24 hours, but still). I died on the way, which was easy to get back to. :( I died while I was exploring the base, which took about 10 minutes to get back to + find where my stuff was. :mad: Then I was heading back to my town, and had to log off. When I logged on, it was night, so everything looked different then when I had left the base. I was forced of the path I usually took by a skeleton, then was lost and fell off a cliff.
explosion-4.jpg
It took me 45 minutes to find about where I died, (also getting lost on the way) then I had to make my way down the cliff, then travel back up the cliff and to my house.

Anywho, now that you've heard my story, I have 2 ideas for how to make dying on adventures like this one a little easier.

1) Implement a "Death Position Locator"

I would imagine this as a compass or command. When you die, it records your coordinates. Then when you use the compass/command it would point/give you cords to somewhere in a 100 block radius of your death location. This could perhaps be a rare item or ability, or something to add to the Loka Subscription pack in the Loka shop.

2) Implement a "Keep on Death" Enchantment

This could act like the items you get from the NPC on the first continent you visit. When you die, that item just stays in your inventory. I could see this as a rare item or something you purchase like Lore Scrolls. If you did add this as a purchasable item, I realize people who spend lots of money on Minecraft servers could get a bit over-powered with this, so you could add it to where only 5 things in your inventory could have this enchantment, or it wouldn't work on any items at all.

Please let me know what you think, and thanks for reading the entire post. :D
 

getfugu

Member
Slicer
One of the things I love about Loka is that it is not paytowin. While I'm sure Crypt appreciates donations, I also don't want him to compromise the integrity (and legality) of Loka. Making any item/advantage something that's only obtainable with real money would be unacceptable, because 1. that's not how I want anyone to win and 2. it's illegal (See minecraft EULA).

To give a general overview on your suggestion, I don't think there needs to be any more death padding than there already is. What padding is there already?

Well, if you're in a tgen fight, you don't drop your items when you die. That's a HUGE pad. I really appreciate it, and I'm sure everyone else does too. I don't think anybody (other than maybe ~5 specific people) would show up to tgen fights if your items were at risk. I love this pad, because it means fights are more fun and more people participate.

The other padding is for new players. The dock gear is keep on death, to help new players get accustomed to life (or death) on Loka. As a new player, death should be punishing, but it shouldn't make or break life on the server. So I also support the keep on death dock gear. It's not overpowered, and it encourages player retention.

However, outside of those two situations, where you've been playing on loka for a while, there is supposed to be a risk. That's why you can't just /home from anywhere to get out of danger. If you enter a tgen fight, you're taking a much bigger risk of dying due to other players. However, that's a "server-supplied" risk. In that case, making dying less punishing is better design. That server-supplied content can only exist with a large amount of risk, so yeah give players a reason to experience that content. But raiding a town for items? That's not server-supplied content. That's somewhere a player doesn't have to go. There's no need to encourage players to go there. From a design perspective, that's a player created reward, and thus the risk should be created (and judged) by the player. The player made the decision to visit a hot spot to get items, so they should risk losing those items, either to despawn or to another player. So, in the case of town raiding (high risk), or exploring (low-high risk depending on where you are), the server should supply the same baseline risk. And right now, I like that risk where it is.

You died in a low risk environment (just walking back somewhere), but you seem to be suggesting this because you had good items on you. If you were making the same trip. but with some steak and maybe iron armor, you probably wouldn't be suggesting this. Because both scenarios have the same server-side risk of death, there's no reason to ask for padding due to a risk you imposed on yourself. Your mistake is your responsibility, just as much as your caution and skill set are.

I feel like dying on Loka is more punishing than normal servers (no instant tp), so players who are past the dock armor stage should adjust accordingly. If people were constantly dying due to things that were more related to server-supplied risks I would support server-supplied risk mitigation (death padding), but right now I don't feel like that is the case.
 
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