Death, Respawn or what?

To continue from a save is the best approach. Another variable could also be implemented. For instance, being bested in a major battle would result in the enemy stripping you of your inventory and leaving you for dead, you would then awaken hours later only to realize you now have to regain health and inventory somehow.

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M&B approach is frustrating but challenging, I like it!

Well, Star Citizen style would be fun. If you lose a fight, you might be left bleeding at the roadside and maybe some passerby would find you / you’d be jailed for going on a killing spree and you lose money or such for a few times, get scars, injuries etc. And then you’d “die” eventually. Scope is pretty much different from SC, this being single player and all but would be interesting approach nonetheless?

I think that continue from a save is too easy, not challenging, like in skyrim. If you die in Skyrim you know that nothing happens and that you have endless chances. I’d like something more challenging, so we’ll try in every way to not die.

Hard mode? Death = restart game over?

I realy like your concept. Death should not put you in a situation where you loose to much, its still an RPG not dark souls =). Maybe the only savepoint could be your castle/house or Inn so you have to return from time to time to prefent great loses.

I hope Warhorse don’t implement the player’s character’s death(s) the Tomb Raider way, i.e. our hero dies dozens of times, every other minute, in just about every gruesome and horrible way imaginable, with the camera depicting each and every single millisecond of his agony up close and personal, making sure we get an unobstructed first class view of an absolute abundance of torture, blood and gore that we will never be able to forget again for the rest of our pitiful lives
 :frowning:

Are you kidding?

I loved killing Lara over and over again with every stage of the game just to see what happened.

IT WAS AWESOME!!!

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No, I’m dead (pun intended) serious. KC: D != TR. :wink:

Ryse’s execution moves. Hollywood drama but bloody good fun.

The idea of saving at a certain location, as mentioned, is the best solution in my opinion. Perhaps sleeping at a tavern, and saving, would cost money, and this must be paid every time you reload that save. That would add a penalty to dying, as well as making continuing the game less convenient.

I don’t think a M&B style ‘death’ would work, considering KC is focusing on realism. I always found it a bit ridiculous how the nobles, and the player, were completely invincible, The penalty is certainly significant though.

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There should definitely be a mode where you can go hardcore. doubt they would or should make it so that you have to pay and do this to save.

Just to clarify, when I say you have to pay, I mean in-game. Your character’s wealth would decrease every time you reloaded a save. It would be interesting as an option, but I’m sure many people would want the same sort of set up as Skyrim. That would certainly suffice for me.

I don’t like the idea of being forced to use this kind of mechanic my first 4 runs I’d be fine with it but my 5+ joke run I’d want to do lots of things.

Dark Souls base mechanic is dying and learning from your mistakes. You have to go to where you last died to recover your “humanity”.

This reminds me of Far Cry 2. You could activate one of your allies to be on the ready, which would make them save you if you lost all of your health. They would carry you out a safe distance from the battlefield where you supposedly died, and you would recover. You could go back into the fray, or try to resupply or upgrade your weapons.

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Yeah that was a good mechanic too. I just want something more than just die and reload. I like it when you have a last ditch attempt at surviving.

I think we should take ‘Dark Souls’ example of death. Give gravity to the death, so we will fight more carefully and not become so reckless.

But that approach is meaningless without magic and fitting background story.