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Could we please get 5 minutes on corpses.

MahesMahes Member, Alpha One, Alpha Two, Early Alpha Two
I think it is already strange that a player can loot another player who died from a mob. I understand this idea for a PvP setting. In a PvP setting, your friends can protect you from getting looted. So, I do not want to take away from the system, but how about a compromise.

If a player is killed in a way that does not involve PvP, rather than turning to ash, they remain as a fallen corpse. The same resurrection timer comes up on the screen. A player gets the 5 minutes to get a resurrection. If they get one, the loose items are retained on the player. If the player;s timer runs out or they release, then they turn into a pile of ash and any player can loot them.

Just a thought......

Comments

  • RedLeader1RedLeader1 Member, Alpha Two
    We have a long time to fix these balance issues. I'm not saying you are wrong, but I think we can just run with it a bit longer before we change it. I died a lot and lost a lot of stuff, but I can live without it. Perhaps there is a performance issue with corpse persistence idk.

    Anyway, I'd rather focus on the must haves and should haves right now, and do the nice to haves later.
  • dokendoken Member, Alpha Two
    edited November 12
    I've been stolen a couple of times too, one of them I saw them grabbing my stuff inmediately before I pressed Revive :D . I think it's funny to be honest, but more importantly:

    - Makes you evaluate if you should keep going or go sell/store.
    - Varies your experience: you play safer when you have a lot on you and riskier when you are empty.
    - Incentivates you to play with someone so they can guard your stuff while you come back (or even ress you if he's a cleric).
    - Makes you want to revenge the guy that robbed you if you manage to see him.

    Some things devs could consider:

    - Flagging the thief purple so your friends can protect your stuff without going red. Or if you don't have friends so he has to risk getting attacked. Fun PvP situations could emerge from people fighting over somebody's corpse.
    - The thief leaves a fingerprint so at least you know who did it.
  • MhythMhyth Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited November 12
    Seems like that could be too easily exploited. Say you are being chased by a group from an enemy town or even someone simply playing the role of a highway robber. You are loaded down with resources trying to get away and throw yourself off a cliff or right into the mouth of a nearby dire wolf - now you have a 5 minute timer to rally your allies to rez you while your haul is protected by a magic "Do not loot" effect.

    The same thing could be achieved by calling out in guild/town chat - "Hey I need an escort!" before waddling back to town.
  • KalnazzarKalnazzar Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited November 12
    Mhyth wrote: »
    Seems like that could be too easily exploited. Say you are being chased by a group from an enemy town or even someone simply playing the role of a highway robber. You are loaded down with resources trying to get away and throw yourself off a cliff or right into the mouth of a nearby dire wolf - now you have a 5 minute timer to rally your allies to rez you while your haul is protected by a magic "Do not loot" effect.

    The same thing could be achieved by calling out in guild/town chat - "Hey I need an escort!" before waddling back to town.

    You call it exploitation, but I see it as strategy. Using the environment or timing to your advantage—whether it’s leading NPCs to an enemy group or taking a risky leap to buy time—is clever gameplay, not abuse. Exploitation would be taking advantage of a mechanic that clearly isn’t working as intended, like endlessly farming an instantly respawning mob.

    The timer here ensures it’s not a loophole for endless protection. And if reinforcements do arrive in time, then it's game on—both sides get the chance to throw down. It’s a fair balance of risk and reward, especially for players willing to face the challenges head-on rather than relying on large groups to overwhelm solo players. If players can’t handle a fair fight, then perhaps it's not strategy they should be worried about.

    And if, as you mentioned, it’s someone gathering with a big haul trying to make it back, remember that death already has steep penalties. Immediately, 25% of their resources are deleted, and another 25% is dropped. That’s a 50% loss on the spot, and they have no control over which items are lost—potentially sacrificing all their Heroic, Epic, or Legendary materials. It’s not exactly a trade-off anyone would take lightly.

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    On the character stat sheet, I see stats like ‘Resource Drop 25%’ and ‘Resource Delete 25%’ which help define the current penalty system. I’d love to see new stats to support a more immersive system, like ‘Flash Inferno’ and ‘Slow Burn’. Here’s how they could work:

    Flash Inferno (e.g., 3 Minutes) – This would prevent others from looting your ash pile for a short time after death unless you’re within 10 feet of it, If you come within 10 feet of your ash pile, the protection dissipates, turning it into a free-for-all for your loot. This allows you to approach your pile and see who might be attempting to loot it, allowing for PvP engagement if you want to contest it. However, if you can’t return within those 3 minutes, the pile will cool down, allowing others to loot it.

    Slow Burn (e.g., 15 Minutes) – This stat would delay the complete despawn of your items, giving them a longer duration before turning to ash. This would offer you more time to retrieve your items, which is particularly useful given the game’s travel times. I believe the current in-game duration is around 15 minutes, but this could be adjusted and slightly improved as a stat.

    To make these stats even more dynamic, I’d love to see them influenced by gear, augments, or even node relics. For example, players might be able to improve Flash Inferno and Slow Burn times incrementally, but not to the point that it removes the risk of dying. Minor improvements like these would reward time and effort, adding depth without removing the game’s challenge.

    Incorporating these mechanics as stats or through obtainable gear would add strategic layers to PvE and PvP without making death penalty-free. It would keep the thrill and challenge alive, even in a PvE environment.
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