"full loot" just means people keep everything they own on their mule except the gear they're currently using. on that topic, if you lose your weapon when fighting you can sort of be screwed...so I see good and bad side of that 1.
Yeah, maybe you drop all loot and there's a chance you'll drop a piece of equipment? I dunno. I think death needs to serve a purpose in order for players to actively try to avoid it. Vitae is .. ok. But overall more an inconvenience than a penalty (unless you die 30 times in a row, that is). I play most games on a hardcore setting with my player being deleted on death. I fully accept that not everyone enjoys this and I would not suggest it for RPGWO. I think having a more punishing death penalty is a good middle ground. Plus, full loot in a PvP server makes hunting players SO much more fun. If you can get your adrenaline going in PvP because you know if you die you're gonna lose that awesome rare drop you just crossed the world to get, it's exciting. Sucks if you die but .. there it is. Plus, it forces players to make a fight or flight decision rather than just "tiger it, doesn't matter if I die, I'll just respawn close to my house. Really they're doing me a favor".
1: seasons make a great variation for a lot of fun things, but would suck for a new player who starts right in the middle of winter. so while harsh I think there needs to be some way for a new starter to be able to survive.
I agree. Without having a central start town, this could be difficult to achieve. However, I think a suitable workaround could be found somewhere.
2: I've always been against these types of things. living in a town(near a town since you can't actually live in town here) should give you some protection from such things. I had to say this to someone else but I'll say it again, RPGWO has a medieval setting. while invasions happened during that time, they weren't something common. adding something like this would basicly just get a lot of crafters killed, or have them all log off til its over.
Definitely see where you're coming from. I do wanna point out though that trying to achieve "realism" is kind of a futile effort. In real settings, you have people performing mundane tasks every day because if they don't, they die (or lose the means in which they can survive, same deal). In online games though, people don't want to
play. I've played as a pure crafter, but even then you're mining new items, creating new potions, smithing new armors, creating new jewels.. you're not gonna spend all day just doing one thing. You're out to do new and exciting things, in your own way.
I agree that invasions are not something that would work well for crafters. All I want to do is start to get people thinking of ideas. Possibly this wouldn't work. Or maybe crafters could find some alternative way to deal with them. Maybe crafters could trade with an invading tribe, to bribe them not to destroy you. Maybe crafters could settle in lands protected by others. I dunno.
3: I like this idea! although with that being said we would need more light sources. usually we only have lanterns(need copper) and torches(need cotton) which take some time to get. a basic stick on fire would be a good starter light source. would also be nice if lights only worked while being held in your hand. this of course means nothing if people use lighting cheats...and yes some people do!
Yeah, I don't really know how to deal with people who use lighting cheats. My experience with preventing these kinds of exploits is limited to "If you don't want the player to use information they shouldn't know about, don't send it to them in the first place". So I guess if the server only sent information to players about other things within their light radius, the player's wouldn't be able to exploit it. Maybe.
Even nighttime in V5 didn't really feel like night. Just a kind of dim day.
As far as forcing players to hold a light source in their hand... well that's interesting. Anyone wanting to use a 2 handed weapon or a shield would be screwed if they wanted to see anything, but maybe it's a fair trade. There might be an alternative. What if V6 introduced a new way to handle items. Rather than equipping it or putting it in your backpack, there was a "carry" feature that allowed a player to essentially attach an item to their character, carrying it around. So imagine a lantern sitting on the ground. Player moves up to it and instead of dragging it to their inventory, they do some
alternate interaction to carry it. It automatically overrides anything equipped in the left hand. So if there was a shield there, it no longer functions. If you have a 2 handed weapon, it cannot be used. UNTIL you press that
alternate interaction again at which time the lantern drops to the ground and you can use your items again.
The idea behind this would be a realistic way to move a light source around and quickly drop it should the need arise. You could use it to move other items too, though I don't currently see the point.