Rogue Legacy

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DarkNeuron
 
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Rogue Legacy

Post by DarkNeuron » 20 Feb 2014, 00:18

Rogue Legacy has an interesting mechanic that I think would be cool in LiF:
Every time you die your new character is the offspring of one of the dead characters (similar name). This gives the effect of a family tree.

This could be translated into LiF as well: When you die, your son/daughter takes over, which means you pick a new first name, but keep the family name.

It also seems to fit within the vision of LiF as a somewhat realistic game with no magic or other fantasy-related abilities.

Your kid would start as an adult, ready to take over from where you left off. This could also explain the loss of skills from death: The father had been teaching the kid his skills, but the kid hadn't achieved the same level as the father yet.
A super evil character has a huge skill loss and this could be translated into: He was a bad parent who taught his offspring almost nothing.

Also it would remove the concept of "resurrection". It would still be a resurrection of sorts, just not by name.

There are some things to iron out obviously, such as: Will you have to customize the appearance of your son/daughter every time you die.

Arguably, the fact that you don't have a wife or any kids at the time of death is a problem, I see it as a minor one.

What do you think?


Telakh
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Re: Rogue Legacy

Post by Telakh » 20 Feb 2014, 05:33

Makes no sence as your whole dynasty will pass away during a one-day siedge =)
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DarkNeuron
 
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Re: Rogue Legacy

Post by DarkNeuron » 20 Feb 2014, 17:42

Doesn't matter if it makes sense tbh.

And I've noticed some people have been wanting perma-death. This is a compromise: Your character dies, but your legacy continues.


Proximo
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Re: Rogue Legacy

Post by Proximo » 20 Feb 2014, 21:40

For each death? maybe to much but you could add a feature like in C-rpg mod for warband. When a player hits level 31 they can retire and get a small permanent boost to experience and gold gain.

You could turn this into a player who has hit master in a skill can retire the skill and get a skill gain/slightly higher proficiency OR on death he will get skill gain since he lost some skill points.

If mastering a skill is very difficult I think you should get some sort of permanent bonus you can build upon for each time you achieve it.

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Thokan
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Re: Rogue Legacy

Post by Thokan » 22 Feb 2014, 12:12

Sure, a portion of the gameplay will be survival and isolationist. Would fit perfectly. But theres the other half of the game too. As Telakh mentioned, what is the point at all if you at phases in the game will die several times?

Sure, permadeath is being discussed by someone individuals. But as I see it, the large scale mechanics for player interaction utterly negates any possibility to that.


Proximo wrote:For each death? maybe to much but you could add a feature like in C-rpg mod for warband. When a player hits level 31 they can retire and get a small permanent boost to experience and gold gain.

You could turn this into a player who has hit master in a skill can retire the skill and get a skill gain/slightly higher proficiency OR on death he will get skill gain since he lost some skill points.

If mastering a skill is very difficult I think you should get some sort of permanent bonus you can build upon for each time you achieve it.


Meh, why add a meaningless grind to an already existing grind that has meaning?
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DarkNeuron
 
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Re: Rogue Legacy

Post by DarkNeuron » 23 Feb 2014, 03:25

The point is simply immersion.
When you die in a siege (or anywhere), you respawn.
In my idea: When you die in a siege (or anywhere), you respawn, and pick a new first name.

The change is merely semantical in nature.
It wouldn't require a huge amount of code to implement, and it fits the universe better than resurrection, in my opinion.

Thokan wrote:Sure, a portion of the gameplay will be survival and isolationist. Would fit perfectly. But theres the other half of the game too. As Telakh mentioned, what is the point at all if you at phases in the game will die several times?

Sure, permadeath is being discussed by someone individuals. But as I see it, the large scale mechanics for player interaction utterly negates any possibility to that.


Proximo wrote:For each death? maybe to much but you could add a feature like in C-rpg mod for warband. When a player hits level 31 they can retire and get a small permanent boost to experience and gold gain.

You could turn this into a player who has hit master in a skill can retire the skill and get a skill gain/slightly higher proficiency OR on death he will get skill gain since he lost some skill points.

If mastering a skill is very difficult I think you should get some sort of permanent bonus you can build upon for each time you achieve it.


Meh, why add a meaningless grind to an already existing grind that has meaning?


Proximo
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Re: Rogue Legacy

Post by Proximo » 26 Feb 2014, 11:04

To tedious

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