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We need a penalty for dying


jimmyoday63
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I'm wondering if anyone agrees with my brother and I's thoughts on whether dying needs a harsher "penalty"

here's what we came up with:

When you die, you spawn back in your camp.

1) prevents being griefed over and over.

2) makes stranger missions actually challenging.

3) makes being mauled by a grizzly bear actually scary

4) prevents the scenario where you have been targeted for assassination and you have to literally kill the same guy 10 times in order to survive the time.

5) being afraid to die adds an incredible amount to immersion.

I'd also like to add a 5-10% money loss on death, but I have a feeling players wouldn't like that so much.

Now this being said you HAVE to implement this after you implement a better bounty system for players who RDM: bounties go up 25.00 or so dollars per players killed. honorable players can accept player bounties. bounties are tied to the character so changing servers doesn't save you. If you DO have a bounty there is a 30 second "camping" timer so players don't instant disconnect if they are in trouble of being caught similair to mmos, where you have to sit still and have a countdown.

 

thoughts?

 

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....absolutely not.   ....IMO.

1)   I don't want to be griefed and then sent far away from my camp.  Other choices that sound better to me to mitigate this issue are giving the victim an option where to spawn (back near the site or at their camp).  ......or make their horse spawn net to them so they can actually have a chance to get away, etc.

2) Stranger missions are plenty challenging.  Yeah, some are uneventful but then again, I've been swarmed by other players too.  THe incentive is to complete the mission otherwise you don't get the payout.  Why do you want to punish players further?

3) I don't know about you but being mauled by a grizzly is already plenty scary.  Plus, don't you lose your pelts when you die?  Again, why punish players further?

4) Assassinations are already easy enough to escape IMO but I would get rid of the mechanic all together or make it an "opt in" choice.  .....but that's just me.

5) Death already has its drawbacks. 

IMO, punishing players by sending them back to the same starting point over and over is not "fun" and in fact I would find it downright annoying.  ....not only for myself but my posse.  Can you imaging losing a player and then having to rendezvous again with your group every time?  No thanks.  This also can work in favor of kill squads as a victims teammates are sent packing each time they die.  Skirmishes between willing posses would also be really short and boring as players are sent back to their camps all over the map.  .....etc., etc.  

No offense but I think it's a bad idea.  .....although I like the idea of bounties on griefers.  Either way, R* already announced that they will be implementing new anti-griefing measures so I'd like to see how that shakes out.

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1 hour ago, jimmyoday63 said:

1) prevents being griefed over and over.

Only if they aren't camping your camp.  I've seen griefers go through a LOT more effort for a smaller payoff.  

1 hour ago, jimmyoday63 said:

2) makes stranger missions actually challenging.

Do we really want them "more" challenging, given the paltry pittance of the reward for the effort?  Making them more "challenging" almost exclusively means making them take longer to complete, especially in this context.

1 hour ago, jimmyoday63 said:

3) makes being mauled by a grizzly bear actually scary

Who gets mauled by a grizzly after it happens the first time in story mode?  Am I the only one who uses dynamite to solve all his problems in the game?

1 hour ago, jimmyoday63 said:

4) prevents the scenario where you have been targeted for assassination and you have to literally kill the same guy 10 times in order to survive the time.

You'll have to elaborate on this idea a bit more, because I'm missing something here.  Like "Phase 2".

1 hour ago, jimmyoday63 said:

5) being afraid to die adds an incredible amount to immersion.

I'm fairly confident that players are already "afraid to die" because of how easy it is.  What you're proposing would actually incentivize griefers to go after players who are out hunting and fishing, or doing some other task and just want to be left in peace.

2 hours ago, jimmyoday63 said:

Now this being said you HAVE to implement this after you implement a better bounty system for players who RDM: bounties go up 25.00 or so dollars per players killed. honorable players can accept player bounties. bounties are tied to the character so changing servers doesn't save you. If you DO have a bounty there is a 30 second "camping" timer so players don't instant disconnect if they are in trouble of being caught similair to mmos, where you have to sit still and have a countdown.

Better, but it could still be abused by large groups or posses.  How?  One member of a posse racks up a huge bounty, then lets his friends/co-conspirators essentially farm him for the bounty.

You'd also have a hard time collecting as a solo player or a smaller group against a well organized posse.  And if they get wind of you gunning for them, they could just switch servers.

Additional rules for PvPvE cross-play in the same environment create too many circumstances for abuse.  Players should have to select a PvE or PvP preference BEFORE logging in, and be locked into that engagement format until they relog.  THAT would prevent people from rapidly switching PvPvE status and griefing players with wild abandon. 

 

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I would be in favor of just about anything that would make camps more useful.  Having the "option" to spawn back at camp upon death would be helpful, I think.  As well as, just being able to spawn there when you log in, etc.  But, forcing you to spawn at camp upon death... meh.  Not so much.  

I don't know that there needs to be any greater penalty for death than what already occurs.  It generally occurs too often already and happens so fast sometimes it's already pretty frustrating.  Last night I was killed 3 times in the span of about 4 minutes by a posse that was camping me.  I never saw any of them except as pink blips on my radar screen or as pictures after the fact showing what they shot me with.  Since they were already on horseback and I had to whistle and wait for my horse to come find me I was at a serious disadvantage in getting away from them.  Crouching didn't help when they knew my general position at the point where I spawned back in.  After the third one, I quickly joined a story mission and got out of dodge. I could hear their hoof beats as I was pulled into the mission lobby. 

Just my personal opinion, but as long as the game continues to have a "one shot, one kill" head shot ability, I think any greater emphasis on death penalties would just make the whole thing hugely frustrating and would cost subscribers.  Now, make head shots or at least insta-death from head shots harder to get so that you have time to react and possibly return fire or flee, then it might be worth exploring.  But as it stands now... I just can't see it.   

 

 

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On 12/18/2018 at 11:06 AM, YodaMan 3D said:

Penalty of cause griefers focus on killing you over and over.  No you don't need penalties for someone killing you.

When someone knows they are being bad to get a laugh and that people are complaining and they try to discourage it, it only makes things worse.

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