Permanent Debilitating Problems INSTEAD OF Death Sometimes
Permanent Debilitating Problems INSTEAD OF Death Sometimes
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Posted 2020-11-07 18:07:37
When a wolf dies of an illness/injury there should be an option to keep them around, but not use them anymore. That way sentimental players could keep their favorite wolves around, until they die of old age. In this sense they would be like immortal wolves that could die, or like puppies. Say the wolf "dies" at rollover. You have an option to 'save' that costs some amount of sc or a certain medicine, and if used the wolf 'lives' but becomes useless. If you can't or don't want to save death proceeds as usual. The 'saved' wolf would have a line-art change (missing limbs, eyes, that kind of thing). The wolf still needs to be played with and fed, but can't have any jobs. Maybe if other roles become a thing in the future they could do those, but they defiantly can't hunt, keep up with puppies, scout, or forage for herbs. Maybe they have a 'survival bar' like puppies have, and if not fed/played with to 100% each rollover there is a chance they die. Please note, NOTHING will happen to your pretty, healthy wolves. This is a temporary alternative to death. For players focused on lore, or are attached to a certain wolf, this is an added bonus. NOTHING will change for players who want to continue as normal. This would require coding, and a good deal of art. Thoughts? |
Laika #13766 |
Posted 2020-11-07 18:14:34
It would probably be something for far off in the future since it'd take so much work to do, but that does sound like an interesting idea. Of course, depends on what they'd die from - some injuries or illnesses would be extra hard if not impossible to survive. |
[GreySky] CorpseCrowKing #5327 |
Posted 2020-11-07 18:54:28 (edited)
This problem would also have a solution with Make Wolves In Dynasty Immortal Option suggestion. In case that interest anyone perusing this suggestion. Link Also, if people are interested in disabilities, injuries, or scars there are suggestions for decor that can be applied and removed from your wolves. Link But your idea is cool too. Because it's optional, I can see you getting less pushback than the other suggestions I've seen. I like the idea of having disabled wolves in game but I'm undecided if this is how I want it implemented. |
QueenOfFrowns #3910 |
Posted 2024-11-04 20:38:22
what i'm afraid of happening with this is what i like to call "the warrior cats phenomenon." that is, in the warrior cats series, the authors basically treated any disabled as "useless." they either became an herbalist or had no role in their clan at all but to sit there and lament not being able to hunt or fight or patrol. this felt extremely ableist to me and many other disabled people. disabled people are not useless and many (though not all) can still perform a variety of tasks not impeded upon by their disabilities. to make a sweeping generalization that renders all disabled wolves unable to have a role in their pack seems problematic to me. i do not mean this as an attack and i am not angry! i'm just trying to explain a potential unwanted implication of such a system if it were to come true. about being able to "save" a wolf from the brink of death… i DO enjoy this concept… but i think it would have to be fairly expensive to do it to make the game still remain fair. i like this idea because i love the roleplay aspect of wolvden and it would really add a sense of urgency and desperation to save wolves that my lead cares about. perhaps it could cost a large amount of GC and have a flavor text such as: "During the night, [sick/injured wolf name]'s condition took a drastic turn for the worse. This morning when you check on them, they are terribly [sick/weak], but normal medicines are no longer helping. Do you wish to travel to [X entity] to beg for help?" [X entity] could be anything from a nondescript better-off pack that has better medicine, a wise NPC with mystical extra-potent cures, or maybe even other players who need to click a button to help if you want to get player interaction involved. the lore reason for the GC cost could be that [X entity] will only agree to help in exchange for lots of GC. it could even have an energy cost since your lead is going out of their way to pursue a cure for the sick wolf. i have a lot of thoughts on this, may add more later! thoughts? |
Sunny (they/them) #15259 |
Posted 2024-11-06 03:01:30
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IceGiant🇵🇱 #144912 |
Posted 2024-11-06 20:16:51 (edited)
Tldr; support if it works specifically like Sunny said lol |
Self_Led #145175 |
Posted 2024-11-07 16:48:43
I do agree with this idea, in a way. Raising the dead is already implemented, and I thought Jellyfish worked on wolves in the dynasty but I've been gone for a while so i may misremember. Alternatively, I think adding new conditions or amending existing ones is a better idea. For example, blind or deaf wolves can join hunting parties or scout as well as be herbalists, but could be at risk of injury or death due to hazards they could not detect. Eyeless, earless, or wolves missing limbs could work the same. Unfortunately, there are some mutations in game like extra limbs, two heads or conjoined twins that make life genuinely challenging for all animals, so they would still die as pups but can be made immortal at any time. I do not and I never intend to be at all offensive to anyone with my suggestions, if I caused any upset with my words I apologise profusely. Please let me know if I said anything wrong and how I should amend that in the future to ensure I don't cause discomfort again! |
🖤☾Taemin☽🖤 #3796 |