#Potions and Death penalties

1 messages · Page 1 of 1 (latest)

swift citrus
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Potions are completely pointless right now. You die you get right back up with a little negative effect.

Death may feel bad for some players but it really does not matter at all honestly. Heck I seen some people crafting and starving themself to death (would not recommend for efficiency) Food is very important in the game and the buffs they give are fantastic but potions are useless.

If I die to enemies while in full cloth it's no problem I just get back up and go again heck I even get full hp while that poor jakyl stays at 10% hp ready to be killed.

But if I died and dropped my bag on the floor or even if I am forced to tp back to my home then I will consider properly preparing for fights, using the right gear and potentially potions.

High risk = potions become useful
Low/no risk = potions become useless

right now I will put death at no risk.

karmic oxide
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The 5 minute action speed debuff is pretty awful tbh. Plus if you keep dying and getting up, the second debuff starts stacking so you'll end up significantly weaker

But I never bother with potions because they require a lot of input for a single potion. Water buckets and vials are both multi-step crafts on their own, and then you need to cook a whole bunch of sugar passively and gather even more items before you can actually make a potion.

I feel like basic health potions should require less inputs or give more potions per craft, and then make more advanced potions require more complex inputs.

pale sedge
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And death being low consequence is the intention. We used to have players teleported home, but with how large the map is we felt it was too punishing. If we had items drop, we believe this would lead to griefing with players luring enemies over to others with the express intent of having them die and stealing their stuff.

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We can look into having more punishing drawbacks for player deaths, but we don't believe teleporting home or dropping inventory items (excluding cargo) is the right way of going about this.

swift citrus
swift citrus
pale sedge
swift citrus
# pale sedge That's a potential, not necessarily easiest to add but worth consideration.

No worries at all thank you for listening to my feedback!

I know death can be hard to balance in a game I suppose from my experience so far I feel like potions are not really needed but as the game develops or dungeon content comes out then mechanics can make potions more viable.

Just depends what the end result of the game is tbf

I can see potions being very useful if for example you are in a party and if you wipe on the boss then it resets.

I am just stressing that right now potions feels useless and not worth it

nocturne lion
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because u can be downed 4 times fighting an alpha solo and then just go home after killing it and there is 0 punishment

pale sedge
nocturne lion
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maybe even a structure. like an alter? to meditate the debuffs away faster

pale sedge
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Or a bed in a home

nocturne lion
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scales with slayer level or something

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yeah for sure