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I was wondering if corpse-camping is going to be a problem once husk-looting goes in. Will the person who was killed have some sort of very temporary "Invulnerability buff" directly after looting his corpes maybe? So that he can have a chance to get back some stuff and then run for it?
I have always wondered how feasable it is in a PvP game to have to run back to your corpse to see if there is anything left on it. Returning to the scene of the crime never felt more stupid then in this scenario.
Now I can see how a group or duo may want to run back and contest their corpse, if the killers/looters are still around: this could even be fun for some. Not so much for the lone guy, unless he is a also a fighter.
I think lots of stuff will be left on corpses all the time, because of the hurdle that Encumbrance throws up for looters, so I think that mechanic works fine. But what is to prevent a killer(after he loaded up on the loot himself) from repeatedly killing the guy after he looted his corpse? For instance to bide time untill his buddy shows up who can take the rest? Or kill again after the harvester clicked on his corpse again, so that more gets destroyed? Or just for fun?
Let us for a moment not depend on common sense(you got your kill and loot, now walk away), and just focus on the reality of a guy who has his Prey coming back to him, every time, to present himself for another kill.
For myself I have already decided that I will never go back to the corpse of any of my harvesters(who will have zero combatskill), I'll just announce that there is a "fat corpse with coal in SW quadrant" in Hex-chat, so at least it can become some sort of prize for whoever wants to fight over it. ;) Which isn't so bad when it comes to player-created content, I guess.

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If you get killed assume there is nothing left in your corpse. Chalk up the loss as being part of doing business and move on.
If you return to the location where you were just killed, and get killed again... You asked for it.
Having an invulnerability window for when you return to your corpse, defeats the purpose of loot dropping. It also takes away from the opportunity for others to "just happen by" and scavenge from the unattended corpse.
Imagine the battlefield, swarming with scavengers, stealing the shoes off of the fallen.

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If you get killed assume there is nothing left in your corpse. Chalk up the loss as being part of doing business and move on.
If you return to the location where you were just killed, and get killed again... You asked for it.
Having an invulnerability window for when you return to your corpse, defeats the purpose of loot dropping. It also takes away from the opportunity for others to "just happen by" and scavenge from the unattended corpse.
Imagine the battlefield, swarming with scavengers, stealing the shoes off of the fallen.
I agree with you on all your points. Had not even thought about such an invulnerability window being rather cheesy on a battlefield, so that was a bad idea.
I do like the idea off having a chance to happen upon a corpse with some goodies, though it could be a trap off course. :) It is the sort of thing that creates freeform gameplay, and has that nice "get lucky" feel to it that every game should have in some way.
I for one, when I am alone, will never return to my corpse.

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"Up, son of Peleus, most daunting of men. Save the body of Patroclus, they are fighting over it beside the ships. Men are dying while your Greeks try to protect his corpse, and the Trojans attack, longing to drag him off to windy Troy. Glorious Hector is their leader, who sets his heart on slicing his head from the tender neck, and fixing it on a stake above the wall."
My understanding of how corpse looting works is it acts like a harvest node, each looting takes time and you only get one item, so that buys you some time, and if you go bug them, they'll either be looting and defenseless or fighting and not looting. The one who died can take all in what seemed to be described as an instantaneous action, so they just have to be able to run in and run out. That could be difficult, but all you'll lose for trying is durability, because all your other stuff will be on the husk anyway. So if someone killed me and wanted to harvest everything off my corpse, I'd make them earn it. But I also like your idea.

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As one of my ideas with Schedim is being a scavenger, corpse looting/camping/blackmail/selling protection/whatever is dear to me. I count on being carrying around the criminal flag a lot after big battles due to husk poaching.
This is of course off the record, Schedim is ther to sell arrows and cheap potions...

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Had confirmation that the husk loot time will be 30 minutes per item.
So if you have a lot of different items it will be a while before a single person can loot everything.
This is assuming the timer is linked to one person and not just the husk.
Perhaps you meant 30 seconds per item. That should also be modified by skills that would reduce the time as well.

Hobson Fiffledown |
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Husk node? Why, no... I didn't see a husk node around here. Me? Oh... Just got here. Passing through, really. Oh, will you look at the time. Gotta run.
I suspect the only husk node of mine I'll recover will be from PvE deaths. Doesn't mean I won't go back to the scene of the PvP loss...but, in that case, I won't be after my gear.

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When you die, you keep your equipped gear - your weapons and armor(*).
So if you were in a fight with someone and you die, assuming you were damaging them before you died, if you return to the scene of the fight you'll be at max health and they may be badly hurt. You'll still be wearing what you were wearing when you died so if you were inflicting pain on your opponent you'll be positioned to continue that fight and potentially win.
(*) Minus anything that hits 0 durability.

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When you die, you keep your equipped gear - your weapons and armor(*).
So if you were in a fight with someone and you die, assuming you were damaging them before you died, if you return to the scene of the fight you'll be at max health and they may be badly hurt. You'll still be wearing what you were wearing when you died so if you were inflicting pain on your opponent you'll be positioned to continue that fight and potentially win.
(*) Minus anything that hits 0 durability.
This assumes that during the trip from the respawn, the winner of the fight does not have the Recovery Skill, Healer or other means of healing.
Your advise also seems to be based on an idea that the initial fight was close well.
Players are welcome to take your advice, I just don;t think in most instances it is particularly good advice.

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I think it very much depends on the tactical situation, like Bluddwolf suggests.
If it's a 1:1 fight and your character died, there's a good chance it's going to happen again unless something quirked and you know exactly how to avoid it next time.
otoh... it's a grouping game. You might ask yourself (and your buddies) if you can change the odds. You might even be able to head back and harass (in the tactical sense of the word) whoever killed you so they can't loot your corpse before your friends arrive.

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I do have a couple of odd questions about husks.
When you log out, your avatar stays logged in for a bit before disappearing.
If someone knows you are about to log out (like when you say goodnight to folks at the bank and someone overhears), and kills your avatar after you have "quit", does the husk disappear at the same time and re-appear when you log back in? Does it stay around for the full 30 minutes, even if you are not logged in?

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Answers:
The Husk will remain in game for 30 minutes regardless of the status of the account.
A pin showing the Husk will appear on the minimap for all players like a resource node. It will not appear when it is out of scope for the minimap (which is different than how it works for the character that left the husk, where the pin appears even out of scope).

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What, no sprawling corpses everywhere? Everquest had the the curled-up corpses, DAoC had tombstones, surely PFO can think of something more grizzly then a backpack? :)
Though I guess it takes off the focus of being victimized as a person/avater and rather focusses on the "this is a game about resources, take the loss or go get them back". Still, I dunno, a battlefield full of Backpacks just doesn't say Epic to me.
Thanks for the clarification about the pins, Ryan, I was wondering about that.

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Oh, it covers the meaning pretty wel. It's just so cold and almost alien. Indeed like the thrown-off skin of a spider or snake. At least a corpse can still be warm!
The head on a stick, though somewhat gruesome, would look cool for a battlefield. But I think it does not mesh well with the Lore-excuse that is given to resurrection in PFO.

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I wanted something other than a corpse. Not only do I think that having dead bodies lying around is pretty gross, but there are some cultural sensitivities I want to respect about touching the dead. "Husks" aren't corpses.
But they're not really dead, they are pixels. They were actually never alive to begin with, they were pixels.
Maybe we can have happy, playful kittens?

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I wanted something other than a corpse. Not only do I think that having dead bodies lying around is pretty gross, but there are some cultural sensitivities I want to respect about touching the dead. "Husks" aren't corpses.
Mmm. This picture is from a Raid wipe in Everquest, but I realize that PFO will have more realistic graphics, then this colorful mess. I hope the ghost is looking gritty and in style with the setting; PFO isn't exactly a kiddy Fantasy game, and the River Kingdoms is a serious place. One look at the expressions of our Avatars faces makes that clear.
Not sure which cultures would take offense, Asian maybe? Possible, I do not remember a lot of corpses lying around in Asian games.
I did like the Tombstones from DAoC a lot: Not that offensive, yet still ominous and fitting for the setting
Anyway, curious as to what the ghost looks like. I hope nothing like Casper!

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Just because something is happening in a video game doesn't mean you aren't viewing through your regular, real life cultural lens.
And if there were corpses, there would inevitably someone who decides to to be as offensive as possible. If people can do something in an MMO, if only in chat, someone will.

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Quijenoth wrote:Perhaps you meant 30 seconds per item. That should also be modified by skills that would reduce the time as well.Had confirmation that the husk loot time will be 30 minutes per item.
So if you have a lot of different items it will be a while before a single person can loot everything.
This is assuming the timer is linked to one person and not just the husk.
Nope, I asked Ryan in Help chat "How long before you can loot another item off a husk."
his reply was "30 minutes."
Answers:
The Husk will remain in game for 30 minutes regardless of the status of the account.
I can only assume he misread my question when I asked, thus the confusion was created.

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Teabagging a backpack will be dissatisfying to exactly the people that Ryan and Lisa can live without.
I say: well done.
Considering there are no animated emotes, you can't teabag the backpack either. But, eventually if they do put in the emotes, tea bagging the backpack will take on the same meaning.

VShane |

Its almost like the character in the tv series " Forever " when he gets killed, his entire body disappears leaving nothing behind. I find that odd though, when he resurrects, its typically nude in the nearest river, and the show has shown his clothes AREN'T left behind, odd dynamic, guess his clothes go where lost socks do?

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Its almost like the character in the tv series " Forever " when he gets killed, his entire body disappears leaving nothing behind. I find that odd though, when he resurrects, its typically nude in the nearest river, and the show has shown his clothes AREN'T left behind, odd dynamic, guess his clothes go where lost socks do?
Missing left socks go into a black hole. Captain Hoek and Cadet Stimpson found them!