permadeath is another way to say “realism” or “lore-accurate” stuff
on other side the thing as i see it: its more of a way to use rogue-like aspect of permadeath
instead of leaving you to very beginning after dying, you instead given boosts that will not only make your progression faster where you ended, but also get you further than you originally could
while also basically letting you to restart your build and make a better one
which means permadeath has no reason to exist if players are not willing to interact with it
however there’s a need to note that just letting players die and die while doing little to no progress is a bad thing since they just grinding… lets say “legacy points”
(“legacy points” can stand for “echo” or uh, whatever currency is permament and can be used for perm upgrades)
more about the ''legacy points''
just linearly giving “legacy points” is a bad thing due to players not discovering further locations and stronger monsters without thinking of getting stronger without “legacy points”
and way to encourage players to focus on game without perm. dying is by making this:
“legacy points” are gained as normaly: by achiving certain stuff in character’s life
however most “legacy point” purchases tend to get more and more expensive alongside being locked out
here comes an “legacy experience” and “legacy level” part: everytime you level up “legacy level” you get bunch of “legacy points” respectful to its level, however “legacy level” requires “legacy exp” which grows in requirement more and more "legacy level"s you have
and you get “legacy exp” through simply playing the game and going into more fit for the character’s level locations, so getting to some dangerous area and farming here can get you quite an amount of “legacy exp”, while also doing difficult quest and defeating bosses can also reward you with “legacy exp” alongside “legacy points”
And as you can expect, having certain “legacy level” unlocks some upgrades for purchase in “legacy point shop” or smth
and as bonus, talent/skill or whatever quest reward with perm. toggleable upgrade to “legacy point shop”
one more thing is that permadeath games often tend to add “races” that have various upsides and slight downsides (or none at all), which is quite a problem in balancing if they have more than just slight rearrangement in stats
more about ''races''
so first things of all: does “races” feature needs to cost Robux?
this is quite a question due to the fact that its quite unfair to lock certain races behind RNG, as games like deepwoken also make races have different chances of being obtained from a roll
and that is a problem: you can’t reroll your race without either paying in Robux or without doing an achivement that only gives you a single reroll
of course, certain games give you reroll much easier but it doesnt change the fact you have to go through hell or go through a youtube video just to get one reroll.
And yet they are all the same, you can reroll, if you don’t like the race you got you can revert to one you had or reroll again
and tbh, that sucks
SOOOOO, here’s my idea
instead of just giving an reroll
its an one-time purchase
what i mean by that is that you can choose any unlocked race for a character
and to make things better, you can unlock these races globally through files
so if you bought another character file, if it has different race: you unlock it
alongside that, there could be some kind of item that has couple of requirements that if met can give you an race unlock!
its beautiful
no need to have 10 character slots just to have all different races on each one..!
as one slot can have either that or other race, just what you want is here for you all you want!
… all i am saying is that its useful for drip making fashions and stuff
one thing people are quite uncomfortable with permadeath games is Pvp
and reason is simple: TRYHARDS and TROLLS
one is just impossible to fight against as they are basically one-man-army (aka. neckbeards)
and other one might just use a build that is impossible to fight against due to exploiting an loophole in balancing that can just stunlock you or attack you from a distance with high damage without any risk
more about ''pvp''
simpliest solution is to bring in the “pvp toggle” which would let pve or casual players to enjoy the game without encountering unwanted kind of players
yet it still can leave stuff like “summoned monsters” or “redirected monsters” or even “teleported monsters” that can ruin someone’s experience, which can be easily dealt with by making tags on where, who and when monster can attack, you can call this an safety net, but its completely different discussion
so about unfair pvp
another way to deal with it is to make it so live wont be wasted upon dying to a player, or dying because of a player
which means that if your death was caused or lead by a player, your live wont be wasted ALONGSIDE your items
… for pvp focused individuals, i have also a solution for you guys but its in another summary, just below this one
im quite surprised that people dont tend to look towards “optional difficulties”, of course it takes time to make one especially when you didnt even make the game that accounts different difficulty, but it can be done through some or many instances and stuff
more about ''difficulty setting''
before creating a character and starting playing, you are given a choice for difficulty you’ll face
Easy - everything costs less, monsters have less abilities and are weaker, less danger overall, faster exp gain, however “legacy” gain is highly decreased, you have unlimited lives, and you can choose to go to the “hell/depths” or “stay in the overworld”, wiping build can only be done through menu, Achivements are unavailable, this mode is intended to be uses as exploration and scouting, however due to monsters having less abilities it will be less effective way to learn certain monsters’ attack patterns
“For easy-go experience”
Normal - default, default “legacy” gain, and Achivements are available for obtainment, you have 2 main lives and 2 afterlife lives, 2 for “overworld” and other 2 for “hell/depths”, however you get 1 more for each “hell/depths layer” that is available for you however you will have to go there once you reach that live
“Default and intended”
and finally
Hard - everything is expensive, monsters have uniquer behaivor and can have more abilities, more danger overall, “legacy” gain is increased, you have 2 lives for “overworld” and 1 for “hell/depths”, you only get 1 more for any available another “hell/depths layer” and you go to lowest one upon reaching that live, PVP is permanently enabled alongside it you will no longer be saved from death if it was caused by a player, so you die if you are killed by player, PVP progression is available so you can sometimes get both normal exp and “legacy exp” from Pvp under certain circumstances
“For hardcore lovers”
another thing i want to mention is replayability… well, its simple really
just add couple of quests here and there, make a map, make different maps
maybe make couple of layers of “hell/depths” (however its boring)
and make bosses all over the map, that can be accessed through the dungeons or encountered while having a quest/or under certain requirements (like holding an item on the field at night or on the full moon being at top of the cliff after sacrificing your best friend to the blood god, and etc. etc. etc.)
i mean, just try some games and be inspired idk
maybe something that i said can be done better, or done in a way that monetization can still work, im not gonna do analysis and calculations
im bored