Altearia
Goblin Squad Member
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While in general I like GW's approach to death--a penalty that is meaningful but not crippling, and most importantly, a penalty that doesn't take you "out of the fight" and waste play time--I am not so sure about one aspect.
I don't understand the rationale behind the husk-looting mechanic. Someone corpse loots you, and they get a single item while you lose everything, poof, instantly. What does that do for behavior?
Let's compare two proposed mechanisms:
A) 1 Touch Poof! (current)
B) Persistent Lootable Husk (variant: looter can take one random item only, while husk with remaining items persists)Looter behavior: I think my behavior as the looter is the same either way. Under both systems, if I come across a dead corpse, my direct economic incentive is unchanged: me gets one item.
Dead Guy behavior: I have an increased incentive to get back to my corpse most ricky-tick--the marginal utility of a corpse run is now more likely to result in return >0.
To the best of my understanding, the current 1 Touch Poof system is fairly harsh, and may under-incentive getting back to your bod, because there's a relatively higher chance it's gone poof. The Persistent Lootable Corpse is less punitive--relatively higher chance of getting some of my stuff back, but also a corresponding incentive to get back to your bod.
So the question is which behaviors are more desirable to incentivize: risk-minimization to avoid the steeper penalty of A, or fighting back to your bod, as in B. Anyways, I'd be interested to hear what GW's rationale for the A system is.
Like you I was nodding my head to GW's ideas for death, till I read the part about the rest of your inventory is deleted after a single looting. I'd much prefer your Persistent body system.