You know, i kinda love being punished hard and steadily.
I know that most people don’t like dying and such, but being able to do a good performance on a hard environment provides a real rewarding sensation.
However, I know this kind of suggestions are pretty impossible to accomplish, but hey, this subforum is here, so i might as well share my thoughts.
Ruleset examples:
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Trash mobs with increased defenses depending on their armor type (Cloth, Leather, Plate, Ghost).
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Trash mobs with increased movement/projectile/attack speed.
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Death forces the character to remain in city for the next 12~24hs.
I want to talk a little bit about death, feel free to avoid this if you want.
Dying in a RPG was, most of the time, weird. You lose your health, and magically resurrect to try again later.
I remember reading a post long time ago, of someone who had a different vision on health and death. When you are low on health, you are still able to run around and jump, you know, stuff that shouldn’t be easily done by an almost dead person.
This guy believed that health points (HP) was in fact the ability of the character to avoid a serious injury. After the Health goes low, the character is more likely to be fatally struck, and thus dying while still being able to perform at his/her best until the very end.
It made sense to me, the character wasn’t just taking damage, instead he/she was avoiding being hurt in a way that would affect the battle.
So, where am i going?
In my vision of this semi-permadeath feature, being locked in town means that you fell in battle, an adventurer (if in a dungeon) or an NPC (if on the field) would find you and take you back to town.
You are forced to stay in town until you recover from your injuries.
But you are the protagonist, the character is blessed by the goddesses and all that silly stuff, so you’ll fully recover after a day, or half a day. Even if you lost way too much blood or got your arm chopped.
(Could be 12 or 24 hours depending on the damage that ‘killed’ you, if it was an overkill or not.)
So well, I could continue, but i guess that this post is way too long for a suggestion that involves big changes, I’m mostly doing it to share this vision and that i love when a game makes sense.
We all know that it’s a game and it’s not necessary for a game to make sense, but didn’t we all already had waaaay too many adventures on silly environments?
I would do a TL;DR, but i believe that i everything i wrote was important to me, so well, I’m sorry light readers.