Siege*
The word "exhaustive" comes to mind lol.
Great work getting everything organized.
Also helps put in perspective why this seems to be taking so long. It is only a studio of a dozen people. Lots of work still to be done.
Reminding myself to keep patient lol.
Rome wasn't built in a day.
We Are The Many... We Are The One... We Are THE WAERD !!!
Personally I have not had this much hype for a game in a very long time. I am especially interested in how combat and survival will work in this game. They have said they want a realistic simulation in their MMO and I would love to be in the fight where two warriors face off and as the battle drags on and on they find they are matched in skill. Slowly as the struggle between the two rage their armor gives way and shields splinter and break. Cuirasses once protecting, now hang limply by the few unsevered straps remaining.
This is overly dramatic of course but this kind of attention to the details that SBS strives for makes me giddy. Keep it up Soulbound!
"Bloodlust" refers to the death penalty that applies to players who are within close proximity to nobility. For the purpose of discussion, "close" means within unit range on a battlefield, or within typical "adventuring range" when not.
When a player is within proximity of nobility and are CDG'd, they suffer a higher initial death penalty than the normal 2-day penalty. However, after the initial DP, there is no DPs for repeated deaths for an increasing amount of time, depending on the rank of nobility.
For Counts it's 4x, for Duke's it's 6x, and for Kings it's 8x. So if a soldier were to die within proximity of the king on a battlefield it would result in a 16 day death penalty to their spirit loss.
But as I said, after the initial death penalty, they can go a longer period of time without suffering the death penalty. This creates an effect where players within proximity of nobility try "extra hard" not to die, as the initial penalty is stiff. However after dying once, they become fearless and enraged, as repeated deaths come with no additional penalty.
The end result is that battlefield engagements will typically start slow and careful, as people attempt to avoid the initial penalty, however, as deaths begin to occur and people return from their spirit walk, they're more prone to throw themselves into the heat of battle in sort of an enraged way. Hence - Bloodlust.
It should be noted that an increasing re-spawn timer and other balancing Astral Plane mechanics are still in play, to prevent perpetual battles.
Yeah bloodlust sounds like something that'll be tweaked once battles are tested in alpha or whatever
Hopefully the spirit walk takes longer, I don't think it'd be fun for a superior fighting force to be hounded with droves of revived fighters. It almost sounds as if you're taking the entire player skill element out of the equation. Sure you could be good at combat, won't matter once revived players just keep throwing themselves at ya till yer dead. And then you pretty much have a perpetual battle.
Longer spirit walks (at least after the first walk) sounds like the easiest approach to prevent exploits and a perpetual battle.
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Posted By CptBloodBeard at 1:26 PM - Tue Aug 15 2017
Yeah bloodlust sounds like something that'll be tweaked once battles are tested in alpha or whatever
Hopefully the spirit walk takes longer, I don't think it'd be fun for a superior fighting force to be hounded with droves of revived fighters. It almost sounds as if you're taking the entire player skill element out of the equation. Sure you could be good at combat, won't matter once revived players just keep throwing themselves at ya till yer dead. And then you pretty much have a perpetual battle.
Longer spirit walks (at least after the first walk) sounds like the easiest approach to prevent exploits and a perpetual battle.
You mentioned a word from his post, but ignored everything else it seems from your response? Or are agreeing with Caspian sarcastically with the "hopefully."
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Imagine if you were killed during a battle you had to fight the Enemy also in the astral plane to escape and get back to the battle quicker. Something to do during those increasing spawntimes.
Posted By Count_Emiya at 10:14 PM - Tue Aug 15 2017
Posted By CptBloodBeard at 1:26 PM - Tue Aug 15 2017
Yeah bloodlust sounds like something that'll be tweaked once battles are tested in alpha or whatever
Hopefully the spirit walk takes longer, I don't think it'd be fun for a superior fighting force to be hounded with droves of revived fighters. It almost sounds as if you're taking the entire player skill element out of the equation. Sure you could be good at combat, won't matter once revived players just keep throwing themselves at ya till yer dead. And then you pretty much have a perpetual battle.
Longer spirit walks (at least after the first walk) sounds like the easiest approach to prevent exploits and a perpetual battle.
You mentioned a word from his post, but ignored everything else it seems from your response? Or are agreeing with Caspian sarcastically with the "hopefully."
Seems to me, that he is just approving of the concept that even though there are no more spirit penalties after the first death (for a while) spirit walks/respawn time will still be longer, so eventually the battlefield will thin out, and the battle be over.
And then also acknowledging that it is something that (like everything else) will have to be tweaked and balanced during alpha and beta.
Posted By Caspian at 6:46 PM - Tue Aug 15 2017
(...)So if a soldier were to die within proximity of the king on a battlefield it would result in a 16 day death penalty to their spirit loss.(...)
Does this replace the originally planned four times multiplier for the staged battles? (Quote: 'However, battlefields are dangerous places and we don't want people to take up arms frivolously. As a result, the first death on a battle field will likely come with a 4x multiplier anyways.')
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Yeah my initial questioning on this Bloodlust explanation is pretty close to what Logain is asking.
Does this Bloodlust run concurrent with any mechanical changes brought on by a Battleground? Is Bloodlust the Battleground mechanic now?
Great post! Thank you!
Double entry of stackable items below.
Posted By MReal at
Inventory & Items
- Shared Married Inventory Access
- Wieldable Items
- Bags & Containers
- Stackable Items
- Searching & Looting
- Stackable Items
- Item-World Interaction
- Item-Item Interaction
Posted By Vigorish at 12:49 PM - Wed Aug 16 2017
Great post! Thank you!
Double entry of stackable items below.
Posted By MReal at
Inventory & Items
- Shared Married Inventory Access
- Wieldable Items
- Bags & Containers
- Stackable Items
- Searching & Looting
- Stackable Items
- Item-World Interaction
- Item-Item Interaction
Another fix, thanks!
Posted By Caspian at 09:46 AM - Tue Aug 15 2017
"Bloodlust" refers to the death penalty that applies to players who are within close proximity to nobility. For the purpose of discussion, "close" means within unit range on a battlefield, or within typical "adventuring range" when not.
When a player is within proximity of nobility and are CDG'd, they suffer a higher initial death penalty than the normal 2-day penalty. However, after the initial DP, there is no DPs for repeated deaths for an increasing amount of time, depending on the rank of nobility.
For Counts it's 4x, for Duke's it's 6x, and for Kings it's 8x. So if a soldier were to die within proximity of the king on a battlefield it would result in a 16 day death penalty to their spirit loss.
But as I said, after the initial death penalty, they can go a longer period of time without suffering the death penalty. This creates an effect where players within proximity of nobility try "extra hard" not to die, as the initial penalty is stiff. However after dying once, they become fearless and enraged, as repeated deaths come with no additional penalty.
The end result is that battlefield engagements will typically start slow and careful, as people attempt to avoid the initial penalty, however, as deaths begin to occur and people return from their spirit walk, they're more prone to throw themselves into the heat of battle in sort of an enraged way. Hence - Bloodlust.
It should be noted that an increasing re-spawn timer and other balancing Astral Plane mechanics are still in play, to prevent perpetual battles.
Caspian, Legendary people (a king) normally have a 32x penalty. So being around another king (8x penalty) would the penalty be multiplicative, for a total of 256x penalty?
If you are a soldier with two people next to you: a Count (4x penalty) and a Duke (6x penalty), do you get 10x penalty (additive) or just the highest aura (Duke for 6x penalty)?
You said a soldier dying around a king on the battlefield would only lose 16 days. What about the 4x penalty that comes from being on the battlefield. Does that not factor in?
What do you mean by "unit range" and "adventuring range"? Approximately how far are those in meters?