[Suggestion] Players "drop" some Realm Credits on/at death
Posted: Wed Nov 16, 2011 7:18 pm
When you die, the person who killed you/ finds your body/ entropy (despawn)...
-takes all your dropped items
-takes all your dropped XP (experience orbs)
--at first glance, you might not care about XP. But XP is very valuable, it gets harder and harder to get to a high level, and these high levels are used for enchanting (I've been playing RC2). I'm sure once enchanting gets added to the server, losing a lot of XP will be just as painful as losing a lot of diamonds/ other rares.
Based on this, the game does, and is designed to, make you lose any valuables you have on you if you die. Because of the nature and dynamics of this server, "Realm Credits" are also very important and valuable commodities. That is why I think that we should implement a fair and reasonable way for people to lose some fair amount of Realm Credits when they die. These lost credits should be able to be "taken" by any player including PVP opponents who comes to their death site (like other valuables), or can be recovered by the player if they return to the place of their death. Currently, if you think about "Realm Credits" as valuables just like items, XP, I'm sure you will agree that they are on the same "scale" of valuables. And thus it is only fair to be treated the same, to have risk and reward for bad/ smart decisions. Don't worry this doesn't mean you will lose all your Realm Credits if you die, it is up to the Admins/ community to create a fair balance, and the facilitation of discussion of this topic is the goal of this post.
When I think, "what would be a fair amount of Realm Credits to lose when you die, and how would this work?". To answer this question let us compare Realm Credits to other valuables in the game, such as any desirable items, and XP.
-can be acquired in the wild through hard work/ the course of the game
-you can lose them all if you die while having them with you
-anyone who kills you can keep whatever you had on you
-you don't lose any if you die without any in your possession
-you can go back to where you died, and pick them up
-they can be deposited to a safe storage in a safe area, such as in a chest/ used to enchant
-they can be withdrawn from the safe area when needed
-they can be given to/ received from other players, but are still risky until stored
So basically, valuables can be lost until they are properly and safely stored. Valuables are not stored automatically as they are obtained, instead it happens in a safe, trusted area. Once valuables are put into a safe place, nothing will happen to them.
And so, based on these ideas, I recommend each player would have two totals of "Realm Credits", a "Safe Total", and a "On Their Person Total". We can call the total that is "On Their Person" their "Wallet", and the amount that is safe "Savings". Based on the properties of valuable items...
-any Realm Credits earned through mining/ from other players (a trade) should go into your "Wallet"
-if you walk around with Realm Credits in your "Wallet", and you die, they are "dropped" just like any other valuables. how to code?
-anyone who kills you should be able to keep any Realm Credits you had with you in your "Wallet" how to code?
-any Realm Credits you deposited to your savings stay safe, even if you die
-whoever is the first person to return to the scene of your death should get whatever Realm Credits you lost from your "Wallet" how to code?
-transferring your Realm Credits between your "Wallet" and "Savings" should only be done from a reasonable location how to code?
-you can only use Realm Credits that you currently have with you in your "Wallet".
The real questions basically come down to "how to keep track of Realm Credits in the 3d space of the game" and "What counts as a safe area". Please discuss what you think would be fair and reasonable ways of solving this problem. Below are my own personal ideas:
-what counts as a safe area? Somewhere near your /home location, or within a realm that you own. This would need to be modified to prevent abuse, such as only being able to withdraw from a realm that you have owned for more than X days if it was recently traded to you for less than X RC from another player. This would prevent people from swapping realms to bypass carrying RC in their wallet.
-how to keep track? From the technical side, the server could store a new type of data, called "dropped RC". Anyone who dies would drop their RC from their wallet at their death location. All dropped RC would "delete" after some set time after being in a loaded chunk, just like items that disappear over time. (2 hours in a loaded chunk? 3?5?10?12?)
--There could be some new command that you could type and it would tell you if there is any dropped RC within a SET (5?10?15?__?) block radius of your location. If there is, the function would tell you the coordinates of the dropped RC, as well as how much time till they despawn.
--If you die, you are informed that you can still get your [number that you lost] RC back if you are the first to get there
--After death, there could be a function to tell you if your dropped wallet is still there or not, so you can chose if you want to go for the walk, or no. Also could display if it is in a loaded chunk, and if so, how much time is remaining till it "despawns"
--If you walk within a SET (2?3?) block radius of the dropped RC, you will automatically "pick it up", and you will get a message saying "picked up 234 Realm Credits from a dropped wallet". This total will go to your wallet.
--If you receive money form a player, it could say "Player has sent you 234 Credits, they have been added to your wallet". Players could get an alert every time they mine past a multiple of some number like 500, reminding them to put their Credits to the safety of their Savings. This could be enabled/ disabled with a command.
--Also, this is more Vanilla, Vanilla SMP!
-takes all your dropped items
-takes all your dropped XP (experience orbs)
--at first glance, you might not care about XP. But XP is very valuable, it gets harder and harder to get to a high level, and these high levels are used for enchanting (I've been playing RC2). I'm sure once enchanting gets added to the server, losing a lot of XP will be just as painful as losing a lot of diamonds/ other rares.
Based on this, the game does, and is designed to, make you lose any valuables you have on you if you die. Because of the nature and dynamics of this server, "Realm Credits" are also very important and valuable commodities. That is why I think that we should implement a fair and reasonable way for people to lose some fair amount of Realm Credits when they die. These lost credits should be able to be "taken" by any player including PVP opponents who comes to their death site (like other valuables), or can be recovered by the player if they return to the place of their death. Currently, if you think about "Realm Credits" as valuables just like items, XP, I'm sure you will agree that they are on the same "scale" of valuables. And thus it is only fair to be treated the same, to have risk and reward for bad/ smart decisions. Don't worry this doesn't mean you will lose all your Realm Credits if you die, it is up to the Admins/ community to create a fair balance, and the facilitation of discussion of this topic is the goal of this post.
When I think, "what would be a fair amount of Realm Credits to lose when you die, and how would this work?". To answer this question let us compare Realm Credits to other valuables in the game, such as any desirable items, and XP.
-can be acquired in the wild through hard work/ the course of the game
-you can lose them all if you die while having them with you
-anyone who kills you can keep whatever you had on you
-you don't lose any if you die without any in your possession
-you can go back to where you died, and pick them up
-they can be deposited to a safe storage in a safe area, such as in a chest/ used to enchant
-they can be withdrawn from the safe area when needed
-they can be given to/ received from other players, but are still risky until stored
So basically, valuables can be lost until they are properly and safely stored. Valuables are not stored automatically as they are obtained, instead it happens in a safe, trusted area. Once valuables are put into a safe place, nothing will happen to them.
And so, based on these ideas, I recommend each player would have two totals of "Realm Credits", a "Safe Total", and a "On Their Person Total". We can call the total that is "On Their Person" their "Wallet", and the amount that is safe "Savings". Based on the properties of valuable items...
-any Realm Credits earned through mining/ from other players (a trade) should go into your "Wallet"
-if you walk around with Realm Credits in your "Wallet", and you die, they are "dropped" just like any other valuables. how to code?
-anyone who kills you should be able to keep any Realm Credits you had with you in your "Wallet" how to code?
-any Realm Credits you deposited to your savings stay safe, even if you die
-whoever is the first person to return to the scene of your death should get whatever Realm Credits you lost from your "Wallet" how to code?
-transferring your Realm Credits between your "Wallet" and "Savings" should only be done from a reasonable location how to code?
-you can only use Realm Credits that you currently have with you in your "Wallet".
The real questions basically come down to "how to keep track of Realm Credits in the 3d space of the game" and "What counts as a safe area". Please discuss what you think would be fair and reasonable ways of solving this problem. Below are my own personal ideas:
-what counts as a safe area? Somewhere near your /home location, or within a realm that you own. This would need to be modified to prevent abuse, such as only being able to withdraw from a realm that you have owned for more than X days if it was recently traded to you for less than X RC from another player. This would prevent people from swapping realms to bypass carrying RC in their wallet.
-how to keep track? From the technical side, the server could store a new type of data, called "dropped RC". Anyone who dies would drop their RC from their wallet at their death location. All dropped RC would "delete" after some set time after being in a loaded chunk, just like items that disappear over time. (2 hours in a loaded chunk? 3?5?10?12?)
--There could be some new command that you could type and it would tell you if there is any dropped RC within a SET (5?10?15?__?) block radius of your location. If there is, the function would tell you the coordinates of the dropped RC, as well as how much time till they despawn.
--If you die, you are informed that you can still get your [number that you lost] RC back if you are the first to get there
--After death, there could be a function to tell you if your dropped wallet is still there or not, so you can chose if you want to go for the walk, or no. Also could display if it is in a loaded chunk, and if so, how much time is remaining till it "despawns"
--If you walk within a SET (2?3?) block radius of the dropped RC, you will automatically "pick it up", and you will get a message saying "picked up 234 Realm Credits from a dropped wallet". This total will go to your wallet.
--If you receive money form a player, it could say "Player has sent you 234 Credits, they have been added to your wallet". Players could get an alert every time they mine past a multiple of some number like 500, reminding them to put their Credits to the safety of their Savings. This could be enabled/ disabled with a command.
--Also, this is more Vanilla, Vanilla SMP!