Ysz10000 wrote:Ah, then it all makes sense. I hope in the future the new players would have opportunity getting told that this game is not intended for masses. Though thanks for the hardwork you have already done. Hats to you! and thanks for the respond/clarification.
Yea, having harsh penalties to being defeated can cost a game players. Personally I think the element of danger and loss makes the crafting part more worthwhile.
kai wrote:Permadeath is not a good thing when it is too easy to be killed. Removing it fully is likely the wrong approach also.
The answer some of which may already be happening in future patches, is better ways to defend yourself and a legacy system where a new character (son/daughter of the deceased) retains a proportion of the skills and biles lost. i also would like to see some extra benefit for people who lead a good life over a bad life. buff's for those who are good (more defense from death and better legacy) and for the criminals a debuff (less defense from death, scents is already on this path and a poorer legacy for any offsrping.)
It's not at all easy to die if you're cautious.
A good player won't leave scents, a bad one will. Scents are quite capable of getting your character killed.
Inheritance (other than claims) may not exist directly but it definitely exists. Over your characters lifetime you (presumably) build up infrastructure, experience and access to better stuff. Which means your next character(s) will be raised faster, more efficiently and with less efford. You can also raise your replacement chars before you ever lose your main one(s), just in case.