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  1. Death should have consequences... Currently death has no real consequences other than those that are a result of other consequences. I think death should have character consequences, so that players would generally seek to avoid death, and as is it can even be exploited a good deal because it has no consequences what so ever. If one were to lose a certain amount of maximum hit points per death, either based on a static amount or a percentage based on total amount of hit points, down to a maximum hit point reduction cap, which I think should be no more than 25% of the characters total hit points (based on base amount + hit points gained from level). These should be regainable over the course of time, eating healthy, applying remedies (and possibly magic if implemented) and avoiding conflict - the amount of time should be tweaked to find the appropriate amount and should obviously also be tied to the amount one would lose per death, so one should as a minimum recover a base amount equivalent to a day per death, or similar. This way, death is taken alot more serious, and won't be exploited, at least not to the degree it is now. This will also be beneficial to taking hunger, thirst and vitamins seriously, where as now because death has no consequences, it's more of an annoyance than anything else. The consequence of dying could be as much as 5% per death and as little as 0.5%, which will be up to the devs to decide. To clarify: This would essence be a temporary debuff that last at maximum a day per death, up to certain maximum, which sole depends on how severe the consequences of death is going to be, so these should be tied, which basically is just the debuff being stacked and as such should the recovery time. This is something that characters can recover from, through eating healthy, avoiding conflict and death. As it currently is, the hunger, thirst and vitamin system is disliked and not even taken serious, because there is no real downside to it, as you can just let your character die and then respawn without any real and lasting detriment to player's character or the player for that matter. This can be improved to a point where it can both a benefit or a detriment to the player's character. So how could it be achieved that the thirst, hunger and lack of vitamins is taken more serious? For one, by introducing a more lasting detriment to the player character if death to the character incurs, for whatever reason, like for instance reducing the maximum number hit points the character has by a certain amount or percent, although still with a maximum reduction that it can be reduced to. The character would be able to regain these by a certain amount/percent per day, where keeping certain vitamin types in the high area would lead to faster recovery, and it could be considered that certain foods would lead to even faster recovery, various remedies could possibly also be considered to add to this effect, including magic if that becomes a thing in the game. Furthermore, the vitamin surplus debuff really needs to be removed, as having a vitamin surplus has realistically never been a thing, because for humans excess vitamins is flushed from the system and does not become absorbed. The maximum hitpoint should also be able to be increased through the same as above, but only to half amount of what it could be reduced with. Actual values will need to be tweaked to find the appropriate amount, but I think the maximum hit point reduction cap should be around 25% of total hit point, and the maximum it can be increased temporarily to should be 12,5%. Further clarification: The bonus to maximum hitpoints, etc. is the equivalent of a lasting temporary buff that will expire upon death, where this death would put one to 0% in terms of bonus or penalty. It's basically a stackable buff that will stack up to the maximum 12.5%, the increments it will increase with depends on what values the devs decide to go with. However, 2.5% is a fitting number. This is to encourage attempting to stay alive for prolonged periods of time. A note on wildlife & other issues that needs to be fixed I will say this though, there are various things that certainly needs to be fixed before implementing this, like wildlife has to be fixed. Because wildlife currently as is - a great threat and would only be intensified if the above is implemented. But why do I say that wildlife is a great threat? The thing is, most of the wildlife that are aggressive by default can out right kill you, especially if you cannot outrun it, you can outrun snakes, but they can torpor you even after you've outrun them, where it will either attempt to still kill you or some other aggressive animal will. The primary issues with hostile wildlife is that they can attack through the mesh of the environment, including buildings and ships, where they should not be able to, the spawn amount and respawn timers, and that they're way too lethal and you cannot outrun them. Some of the absolute worst in the game currently would be wolves, lions and crocodiles. On the note of crocodiles, they're so bad currently because they can attack characters on smaller ships and can prevent players from getting rid of them, even trying to lure them away from the ship won't work, as they swim faster and only takes 2-3 attacks to outright kill one, they can potentially kill you before you even get a chance to lure them away. And given how respawn mechanics work, it almost litterally impossible to get it away from the ship. So yes, the wildlife is too much of a severe threat and seriously needs to be toned down, especially BEFORE implementing the above. In regards to implementing the above, it also means that bugs, glitches and game imbalances where death can incur needs to be fixed appropriately before implementing the consequences of dying as suggested in this post. I am interested in knowing your thoughts on this @Jatheish and the community as well. Perhaps others have ideas similar to this or ideas that will support this even further.
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