Don Kanaille
Insider
I´m a bit afraid the tone is this discussion is about to drop, so I hope everyone takes some time to cool down before any more accusations are thrown around. I´m pretty sure we all just want the best for the game, so try to stay level-heded, okay?
This community has always been noticably civil and constructive, no reason for a stain on the record
So, without going into the deeper themes, there is at least one thing I´d like to reply to:
Dieing, on the other hand, is a deeply interconnected feature: Your character will, lore-wise, have the ability to return from the dead in some way (how and why unknown to even himself). So when you get killed, you will return with at least parts of your prior knowledge, but without your equipment. Wheter or not you can retrieve your old stuff depends on the dynamic game world: Maybe your corpse is still rotting where you died with your stuff intact, maybe you fell/were thrown down a cliff and your stuff is unreachable, maybe your death was a national tragedy and your old body with all your stuff was buried in a hero´s tomb or maybe your corpse was simply looted by bandits. But even then you will be able to track the looters down, maybe find the merchant they sold your stuff to, and so on. Even those looters will have a special motivation for robbing your corpse and will only do so if they actually think they can use your equipment or know a merchant which trades suspicoius goods for money... so you should be able to find your way around with almost all the means the real world would present you.
However, you will not simply be able to restart from a save game or checkpoint. Everything you do has consequences of some sort and the game will always continiue for your character. It is also very well possible to miss important events if you´re KO or dead, but no event is set in stone and everything can be changed again if you act accordingly. It´s all a very important part of building this kind of dynamic, interactive, perpetual world.
Regarding Exanima, I do not know what the plans for this feature are. I agree that getting KO´ed and killed meaning the same thing is a bit unsatisfying, maybe the devs have something up their sleeves. I´d love to see the system described above at least used to a small extend in Exanima (imagine getting knocked out and awakening in a cell or strapped to one of those surgery tables... or saved by one of the undead!) but that is probably still far down the line.
Finally, a disclaimer: It is possible that my understanding of these features/plans for the game is incorrect or simply outdated by now, so if someone knows better feel free to correct me.
This community has always been noticably civil and constructive, no reason for a stain on the record
So, without going into the deeper themes, there is at least one thing I´d like to reply to:
As far as I know, this is supposed to be a major point in Sui Generis at least. First, it is planned that there is a significant difference between getting knocked out and getting killed, just as logic dictates. Someone who gets knocked out may gets finished off for good, robbed, abducted, found by a empathic merchant´s daughter and nursed back to heatlh or simply awakes some time later with a slight headache.@Madoc:
Alternative Question: What happens if you die when you actually died from not-permanent-damage?
The Zombies are to stupid to open doors (no, I never let it go) so I guess they might be to stupid to finish you of? So technically you would keep all the permanent damage but should awake some time later? Just asking from the realism-perspective?
Dieing, on the other hand, is a deeply interconnected feature: Your character will, lore-wise, have the ability to return from the dead in some way (how and why unknown to even himself). So when you get killed, you will return with at least parts of your prior knowledge, but without your equipment. Wheter or not you can retrieve your old stuff depends on the dynamic game world: Maybe your corpse is still rotting where you died with your stuff intact, maybe you fell/were thrown down a cliff and your stuff is unreachable, maybe your death was a national tragedy and your old body with all your stuff was buried in a hero´s tomb or maybe your corpse was simply looted by bandits. But even then you will be able to track the looters down, maybe find the merchant they sold your stuff to, and so on. Even those looters will have a special motivation for robbing your corpse and will only do so if they actually think they can use your equipment or know a merchant which trades suspicoius goods for money... so you should be able to find your way around with almost all the means the real world would present you.
However, you will not simply be able to restart from a save game or checkpoint. Everything you do has consequences of some sort and the game will always continiue for your character. It is also very well possible to miss important events if you´re KO or dead, but no event is set in stone and everything can be changed again if you act accordingly. It´s all a very important part of building this kind of dynamic, interactive, perpetual world.
Regarding Exanima, I do not know what the plans for this feature are. I agree that getting KO´ed and killed meaning the same thing is a bit unsatisfying, maybe the devs have something up their sleeves. I´d love to see the system described above at least used to a small extend in Exanima (imagine getting knocked out and awakening in a cell or strapped to one of those surgery tables... or saved by one of the undead!) but that is probably still far down the line.
Finally, a disclaimer: It is possible that my understanding of these features/plans for the game is incorrect or simply outdated by now, so if someone knows better feel free to correct me.
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