
Kobold Catgirl |

I chose not to necromance* an old, tangentially-related corpse thread to discuss this issue.
Upvote if you think a PC should be able to Drag/Carry the corpse of another dead PC to wherever their encumbrance allows. This would make for a variety of emergent gameplay available such as hiding someones body so they have a hard time rezzing at their husk, as well as allowing teammates to "guard" your remains to prevent unwilling reanimation looting, or corpse looting if the ner'do wells are still around.
Now, don't just rule this out immediately. Keep an open mind and hear me out. Stay the f*$~ away from that dial!
Corpse abuse is gonna happen no matter what. If it's not done via literal corpse grabbing, it'll just be corpse camping. People will just wait for the protections to lower whether they can move the body or not. So, sure, maybe this could be abused, but so could the alternative.
One potential upside to this system, though, is that it allows people to keep moving without abandoning their fallen comrade. Are you a merchant in a hurry to deliver your shipment of coal? Don't ditch your buddy—load 'im on the cart!
One idea I had, though, is that moving the body (and items) too far away from the "husk" would reset it, putting it back where it was originally. Alternatively, the body automatically returns to the husk when it becomes "open loot". That could potentially prevent serious griefers.
So, thoughts?
*Haha I made a jooooke

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My thoughts on this idea were the following
- Allows for new cat/mouse games for PvPers to play trying to avoid detection/flags
- You can carry your buddy until you can meet up with his "Ghost" or whatever equivalent PFO will have (It might simply be a new fresh "copy" with only threaded gear) to hand it off.
- It is less 4th wall shattering than a character dropping a chest whenever he respawns to leave at least some placeholder "Husk" body in place until it is looted, abandoned, or destroyed. Being able to move it should be as simple as moving anything else that isn't static.
- This would allow "parties" to help reduce the losses they take from an ambush as they wont have to stand around waiting for Jerry McStrongarm to "get back" or risk harming their alignment/rep by stealing the items on the husk.

Kobold Catgirl |

Other potential uses of this:
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When Tagnut the gnome, Cleaver the kobold, and Doodlebug the goblin, pranking about at the headquarters of G.O.S.H. (Guild Of Small Humanoids), accidentally drop a piano on the local Hellknight lictor, they must cover up their mistake, by ensuring he still attends the Grand Opening of the Golgotha Re-Education Facility (formerly Greasy Pete's Abbatoir).
Fun and hilarity ensues, as Bernie the Hellknight must give a speech and cut the cord at the opening ceremony, then be rescued from a skip full of pig giblets, on its way to Galt.

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Mr. Cleaver (no, not Ward)
I actually like the idea, but I would only make it possible as a way for "friends" to move fallen friends (e.g. to pull them away from the escalation, drag them off the battle field, move them into hiding where their corpse is less likely to be robbed, etc.).
How you determine friends could be a simple checklist feature with boxes the player could toggle: current party members, CC members, empire/nation members, faction members, etc.
My only other question is what of encumbrance? This game seems like it will have a decent, realistic encumbrance system, so would how heavily the corpse is laden factor against the friend's strength? Should it range from drag slowly to pick up and carry?

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When I first read the thread title, the first thought that came to mind was collecting corpses!!!
Just imagine the day in the future who hen we have player housing, and you all could come and visits the home of The Harbinger. The splendor and ambiance of hundreds of corpses, stacked up in every corner.
Please Lord Hobs, have a seat and join me in a cup of tea.... Don't mind the flies, they are delicious.

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Zodd Zerker wrote:...creating obscene symbols...Which, in some games, has been enough to kill the corpse-move idea. We'll have to see what GW thinks of it in theirs.
Which amuses me greatly.
Oh no, somebody stacked those corpses into a swear word and a rude symbol! The horror!!
Now, what were we doing today...oh yeah, lets go stab those folk in the next settlement in the face with my rusty sword while you char their flesh.

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Wurm Online has this with mob corpses as well as other people if you have the correct permissions granted.
(Of course, you can also load said corpses into a catapult and fire them at walls or enemies. I'm not joking. It's pretty awesome.)
I like this idea! We can hurl corpses into settlement so that the inhabitants get the plague or get a lucky shot into the well so their water is tainted. Nice [?!?] way to get a settlement to surrender faster.

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In the event of attack the corpses of fallen comrades could be dragged to an agreed spot that is staffed by clerical healers. Stabilization and, if necessary, full resurrection should be made available there. The wounded should know to fall back to where they can regroup with healing support, and the clerics could comprise the final line of defense (and cleanse the water supply from these despicable catapultists.

Kobold Catgirl |

Mr. Cleaver (no, not Ward)
I actually like the idea, but I would only make it possible as a way for "friends" to move fallen friends (e.g. to pull them away from the escalation, drag them off the battle field, move them into hiding where their corpse is less likely to be robbed, etc.).
My problem with that is it makes it a solely beneficial thing. So, the "easier corpselooting" angle gets kind of invalidated. I like the idea of stealing bodies and looting them off the battlefield.
Potential compromises:
These two limitations would prevent the hiding or "stealing" of corpses.
We have to keep in mind that this option is no more abusable than what can already be done. Corpse camping will happen no matter what—it's up to us as a community to fight it.
How you determine friends could be a simple checklist feature with boxes the player could toggle: current party members, CC members, empire/nation members, faction members, etc.
I like this idea, and would like to tie it in with my "husk zone" concept.
My only other question is what of encumbrance? This game seems like it will have a decent, realistic encumbrance system, so would how heavily the corpse is laden factor against the friend's strength? Should it range from drag slowly to pick up and carry?
I was thinking it'd be handled realistically—you can pick up a corpse (getting something like a Criminal flag if you aren't permitted by the corpse owner), it slows you down a fair bit depending on your strength. Something like a "Graverobber" flag could be used to make it plain you're carrying somebody's body, or an animation could be made for it later on down the line.
Which, in some games, has been enough to kill the corpse-move idea.
Reminds me of Runescape's insane censor, which would try in vain to take down any combination of letters/numbers that could conceivably look like a swearword. The result? I can't greet my friend, Mk, without ", Mk" being censored.
My point is, if Goblinworks tries to ban any trick with the potential to allow obscenities into the game, we aren't gonna be playing much.
(Of course, you can also load said corpses into a catapult and fire them at walls or enemies. I'm not joking. It's pretty awesome.)
Emergent. Gameplay.

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Vanguard had a "/consent <character>|group|raid" command that would explicitly give consent for someone (or your group or your raid) to drag your tombstone (before they completely broke tombstones). "/corpsedrag" would bring a targeted tombstone to your location if you were within range (25 meters or so).
But, honestly, I'd prefer they didn't allow corpses to be moved.
One of the compelling arguments for dragging corpses used to be because if you simply looted the corpse, that would trigger the gear destruction. Since that's now triggered directly on death, simply looting the corpse is a viable option (although not without risk of flagging).

Kobold Catgirl |

The counter to that is, corpse moving offers a flag-free way to help your friend keep his stuff without just standing around waiting for him.
It also makes it easier on corpselooting-based playstyles like my own, which, I should note, might end up helping merchants more than it helps my fellow bandits—by giving merchants a way to flee with the gear of their friends, you offer opportunity for more meaningful chases if a merchant manages to get clear of the immediate melee.
Of course, the body will slow the merchant down, but that just offers another meaningful choice: Use speed-increasing effects and take the risk, ditch the body and escape, or try to leave the corpse somewhere safe (like flinging it over a cliff) to give your friend a chance to retrieve it first?
I think movable corpses is worth the slight risk, considering the great potential fun involved.