[Request] Option to vary raise dead
HeroicSpur
Member Posts: 907
Hey everyone,
I think a big issue in the game currently is death. When your party members die, there is a very strong urge to reload. It's not that I find myself unwilling to go to temples and raise fallen allies, but rather that it is a massive chore to raise them.
After they die you have to somehow store the equipment between your remaining party members and then trek over to a temple. Then you have to go through the laborious task of replacing and re-equipping everything. Reloading sounds more and more enticing every second.
My suggestion is that a button be implemented into the inventory screen to 'save' the current loadout. Thus when the character presses 'restore loadout' it automatically equips any items in the inventory that were part of the saved loadout.
I think there are more extreme solutions to this too, but I think the one above is perhaps the most neutral insofar as intefering with game mechanics is concerned.
I think a big issue in the game currently is death. When your party members die, there is a very strong urge to reload. It's not that I find myself unwilling to go to temples and raise fallen allies, but rather that it is a massive chore to raise them.
After they die you have to somehow store the equipment between your remaining party members and then trek over to a temple. Then you have to go through the laborious task of replacing and re-equipping everything. Reloading sounds more and more enticing every second.
My suggestion is that a button be implemented into the inventory screen to 'save' the current loadout. Thus when the character presses 'restore loadout' it automatically equips any items in the inventory that were part of the saved loadout.
I think there are more extreme solutions to this too, but I think the one above is perhaps the most neutral insofar as intefering with game mechanics is concerned.
14
Comments
However, keeping the gear equipped when you die is not a viable choice as someone may want to get the items and move on without that specific NPC (especially if they had only been recruited to serve as fodder). It's always better to be able to get gear back upon a character's demise.
Sorry for the double post it wouldn't post both parts together, but separately it is fine
But as it stands we need a system which doesn't offend but makes the process less laborious, and I think this is it.
*or least partway. Baby steps.
I understand that many people just reload when someone dies, but taking out the possibility of death entirely because many people prefer to reload?
If he dies , he dies....
Edit: Except for Yoshimo, it is
I also wish the disagreers would explain why they disagree, so the request could be amended accordingly if possible.
It's only for the option to have a 'save loadout' and 'restore loadout' button on the inventory screen so you can re-equip party members faster after they die, or after they lose their equipment.
In principle it's not different to 'cast healing spells on rest', it's sole purpose is to reduce inconvenience and the number of mouse-clicks required, not to change how death works.
I personally agree with @Tanthalas, that the death mechanic should not be removed in its entirety, or changed to an unconciousness mechanic. However, what might be an idea, is to convert this into an advanced options difficulty option. In particular, players who are particularly opposed to the drudgery of reloading, or multiplayers who are especially inconvenienced by death might prefer a lower setting.
How about this, make the dead NPC's body a container (think bag of holding) containing all the stuff he/she had in their inventory. All the weapons and armor would have to be dropped next to the "body bag" in case their inventory was full at the time of death. One more variable could be you could remove stuff from the "body bag" but not add in case there is something super great in there you really need.
Anyway,
You grab the body and equipment they were holding (everything not in their pack) and trot to the nearest temple. They get raised, all the stuff that was in their inventory that gets put back in their inventory and you hand over their moonblade or whatever equipment they were holding before their temporary death.
This method would not make it as cheap and easy as other games that just unconscious the guy and let you "revive if you survive". This would make it slighty less inventory juggling upon death and a good compromise.
My personal gripe with the death system is that CHARNAME is, for some reason, exempt from the rules; if CHARNAME dies, game over. Why is this the case, if revival is an option? I suppose there has to be a framework in place for a "game over" scenario, but the justification for a "game over @ CHARNAME death" always seemed shaky to me (and maybe it's because my CHARNAME is often pretty squishy!)
Edit: And also the possibility of you carrying on with the story/plot with your party leader dead may create inconsistencies.
1. You made the reload take 10 minutes.
2. You gave me an option for maintaining a single save-file, no quicksave, that overwrites on every little event.
That last one is just a crutch to compensate for my lack of willpower. If you're not like that, great, but there are people like me as well. I'd definitely play through with such a toggle switched on on my 1st EE playthrough, if it were there.
This will be something I'd like to see in an advanced difficulty options submenu (i've yet to submit that idea as a thread): a tickbox for "single savefile for character" (perhaps invisibly backed up in case it gets corrupted) and as an extension of that, also "single savefile for character + delete savefile on character death".
Put save points on the game. Inside dungeons you only save in a save point, outside dungeons only certain places would accept to save, my shot? Taverns and special places like temples for example.
Make the game only accept save in taverns and special places (therefore fulfilling the request of "make taverns more worthwhile").
Sometimes the simpler is better, and today the simpler is the older !
Now, on topic;
I agree with the 'make the body a container for its items' part. It feels kind of wrong to completely undress Viconia whenever she dies.
By making the body a container, you can remove certain items so the body becomes light enough to carry. I don't mind the extra realism of an actual body in the inventory which weighs a lot rather than the invisible naked body floating along with me, like it is now.
The point of do half of the dungeon when you die IS the point that many persons want, many ppl want more difficult, and it's too lame to be able to save at each 5 seconds. What's been raised here is a way to make ppl truly use the ressurection rods, scrolls, spells, flesh to stone, freedom...etc... so your problem is not with save points, but with a harder difficult.
As to your 2° comment, i too agree in leaving the items on the body, but the true weight of the body+items should continue, how you gonna carry the body is part of the challenge (of course you can always take part of the items from the body to let it more light).