Death about to become more dangerous

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Jirato
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Death about to become more dangerous

Post by Jirato » Wed Oct 10, 2018 6:00 pm

As some of you may know, the death system in its current form is just a temporary measure from back when the game was in an early alpha stage of development. It's just a quick mechanical workaround to the actual death experience which has been in development since March of 2012. My goal is to hopefully get this fully released before the end of October.

Please note the following:
  • The death experience is intended to be a (fairly easy) puzzle, so we're not going to be posting a complete guide to how it works or anything.
  • The DEPART command, which was an entirely OOC workaround to the fact that we didn't have an actual IC death system implemented, is being removed.
  • The location in which you return to after dying will no longer be based off of your character's faction but instead be the closest of several pre-set locations from where you died.
  • Lastly, there will be five options when you die:
    1. Getting raised by an NPC (Same as before)
    2. Getting raised by a PC (Same as before)
    3. Reviving a finite number of times with certain aspects which must be worked off
    4. Reviving with losing all the items on your corpse
    5. Voluntary permadeath.
The above is left intentionally vague as we really want this to be an experience for players to figure out on their own. Do note, however, that it's forgiving enough that you will be able to use option #3 multiple times before having to figure out the entire death puzzle or resort to option #4. Once you figure out the specifics for the third option, you'll be able to create a larger buffer to allow for future deaths with that option. We'll also be monitoring player's progress closely, and if it looks like no one is figuring it out, we may make some subtle adjustments to it.
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

Lun
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Re: Death about to become more dangerous

Post by Lun » Wed Oct 10, 2018 6:03 pm

I'm super hyped about this - I've been hearing hints of it whenever you guys mention "Death mechanics will change" and it's finally here OH YEAH BABY

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Ardor
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Re: Death about to become more dangerous

Post by Ardor » Wed Oct 10, 2018 8:00 pm

Would it be possible to reduce the chance to get one-shot by random events (cave-in to the eye, gas leak to the eye, etc) with the harsher penalties?

Rokal
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Re: Death about to become more dangerous

Post by Rokal » Wed Oct 10, 2018 11:43 pm

I am curious about what ardor is asking about, I still remember the day i started, the first thing that happened to me after i tried to chop a tree down was it falling on me and killing me instantly. Moments after starting.

Its really easy to die in a lot of ways, so ..yah. Will insta-death incidents become less common?

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Jirato
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Re: Death about to become more dangerous

Post by Jirato » Thu Oct 11, 2018 2:04 am

Cave-ins and Gas-leaks are entirely avoidable, so I dont see any need to tweak that. I'll look into the tree falling stuff though.
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

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Jirato
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Re: Death about to become more dangerous

Post by Jirato » Fri Dec 28, 2018 1:26 pm

Mirazia worked her butt off to get a whole bunch of stuff ready for the new death system for an Octum release, and I totally dropped the ball and have been a lazy arse about this. Part of me is scared about player reactions to harsher penalties, part of me doesnt want to cope with the potential lore spoilers and/or opening up a bunch of new questions about super mystery stuff I'd rather not answer, and part of me just doesn't want to overhaul a bunch of super ancient and tangled up messy code.

It's a pretty big insult to all the efforts an awesome GM has put into getting everything ready by not doing this, so I'm going to try to get things gradually released starting this weekend. There may be a grace period where the new system is in place but no permanent penalties are incurred until I work out the system to pay off your debts.
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

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Kent
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Re: Death about to become more dangerous

Post by Kent » Sun Dec 30, 2018 9:04 pm

My belief is that the game should implement goggles that reduce eye damage by 50%. Maybe they are busted by that shot, but as this game has at least a hint of steampunk, it should have goggles that actually work, especially against gas-leak burns.
- Kent "Gunney" Gunderman


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Kiyaani
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Re: Death about to become more dangerous

Post by Kiyaani » Mon Jul 29, 2019 7:39 am

Bumping this thread to see if this is still the intended direction death is going towards considering yesterday's update (as noted in the devlog) doesn't seem to be indicated in this layout of the planned death mechanic.
The old depart penalty has been removed and replaced to be a 10% chance of a permanent 10% loss of skill points to each of your skills over 100. -- Jirato 15:59, 28 July 2019 (EDT)

This plan mentions that depart will be going away entirely, so I'm curious if this penalty is only a temporary measure. I also wonder if there is any way to bypass the penalty in cases where rescue is impossible either due to low population, unwillingness, or the location being too difficult (which lately is a rare situation, thankfully). If it's not possible to bypass then that's fine, but knowing that may help players decide how much risk they want to take for their characters depending on who else might be online to help if they die.

That may all sound a little OOC/meta, but this is still a game first and foremost, and games are meant to be enjoyed. That can mean different things for different people when it comes to how their characters die or are potentially aided after death. This kind of penalty may make players think twice about acting on or responding IC to events or rescues, or even engaging in basic skill training in challenging areas. I realize it's also only a 10% chance, but 10% permanent skill loss is a significant hit, so any additional information about this update would be greatly appreciated.

I know Jirato posted that he would be working on death this last weekend and I'm hoping this was part of that dev work. Is there any kind of tentative timeline on when the rest of the mechanics will be in - as in, is this nearing completion? I'm excited to see the new changes and look forward to hearing any updates as this progresses.

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Jirato
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Re: Death about to become more dangerous

Post by Jirato » Mon Jul 29, 2019 9:49 am

Making players thinking twice before taking risks is exactly the goal of this change. Death shouldnt be taken lightly.

The current penalty will be evaluated and tweaked further as the new depart alternative is worked on. I'd like to see some sort of staged penalty where it might not be quite as severe the first time, but subsequent deaths without performing some sort of action could pose greater losses (up to the current penalty).

I'll admit, the current penalty was kind of hastily thrown in, as I witnessed a large group of players actively abusing it and needed to put an end to it. I've got some unfinished code to evaluate a chatacter's average and highest skills to tweak the penalty to less than 10%. What is in now should be considered the maximum.

I cant really give any sort of timeline, as CLOK is a living world of constantly shifting priorities. Right now I'm just stuck reacting to other's activities. I don't know when I'll have time to work on my own stuff again.
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

Tangela
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Re: Death about to become more dangerous

Post by Tangela » Tue Jul 30, 2019 8:53 pm

Hi,

Sorry, I think I may be misunderstanding something. Is it a 10% chance of reducing skills over 100 by 10% *only* if you die and then intentionally depart, or is the possibility there just on death itself, whether or not anything else is done?

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Noctere
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Re: Death about to become more dangerous

Post by Noctere » Tue Jul 30, 2019 11:08 pm

The above change has been modified with the release of the new death system. As a GM team we are committed to keeping the details of the new changes as something not disclosed to the public and would ask that others please not share such information in an out of character way. However I will say, as stated above, that the previous change was "evaluated and tweaked" and you should find it less severe in some ways and a little more in others.
It's not easy being evil...

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