Lusketrollet wrote:
This is what I've understood from your post - please correct me if I've gotten something wrong:
When you die whilst carrying a weapon that has to be purchased in order to gain access to it, you respawn with that weapon, but with its cost deducted from your budget - in essence, you will have "bought" it all over, again. If you cannot afford it, you will spawn with a different, presumably cheaper weapon.
Have I got the general idea?
If so, I personally have no problem with it - it occurs to me as fair and sensible. Many other games wherein the players "purchase" improved equipment with points earned from playing follows the same principle.
Yea, you buy "another" weapon of the same type, because you also dropped one actual weapon instance. You aren't allowed to duplicate items without a cost.
Quote:
However.
You state - unless I've misread - that the player will never be allowed to respawn with certain weapons. (You've apparently deemed them "too good", or something.) This makes no sense to me. After all, it's not like you're actually restricting me access to these weapons in any real way; all you accomplish is forcing me to spend some meaningless extra minutes running back-and-forth between the nearest Depot and the battle for no apparent reason. You're causing the player extra frustration and discomfort, without it actually impacting the gameplay in any meaningful way.
In short; I think the concept of being allowed to respawn with any weapon as long as you pay for it should expand to encompass all purchasable weapons.
Primarily, this doesn't happen in order to piss off players, but to avoid them from draining their RP with this. In 0.92 we had e.g. cover deploy items respawnable, and you could carry 3 of those. When you respawned, you lost 60 RP to buy 3 cover deploy items, while you also probably dropped 3 at the place where you died. If you went to the previous spot where you died, you now had 6 cover items which you couldn't carry all effectively + you lost 60 RP for nothing; you could've just bought nothing and get your old ones back which you just dropped.
60 RP was seen too much per life. People would lose 600 RP in an instance by dying 10 times, or if they didn't have that kind of RP, they'd drain whatever they had and then would not be able to purchase the items anyway. Similar thing would happen with your 40RP reward rifle if you keep dying with it! The solution to overcome this for 0.93 was to prevent user from doing this mistake, hence, high value items are not respawned with but if you really want to respawn with one of these, you basically can - you spawn at the armory and buy it. It might be farther away than your closest spawn point, but armories can't exist everywhere, and the other solutions (a) create armory where you are by calling it b) add tickboxes or something in the inventory that allows you to spawn with high price items despite you are doing something you perhaps shouldn't if you repeatedly have to) were considered too much work to fit 0.93.
On the more constructive side, I've got some new alternatives how to help the situation, I'll summarize the earlier ones in too:
1) don't allow spawning with any high value items, happens to avoid automatic RP drain with high rate of respawning, like with most players (in 0.93)
2) allow spawning with any high value item, seems to cause plenty unintended RP drain and item duplication (in 0.92)
3) allow player to summon mobile armory/stash truck or building to be either driven to the spot or dropped via radio call
4) introduce slider UI for RP indicating what is the maximum RP to allocate for respawning, if possible
5) just reduce price of reward weapons and allow respawning with them (gives the player access to near-rare grade weapons at minimum cost, that's quite a reward, even better than finding rare weapons)
6) have the reward send fixed instances of the item to player's stash, in addition to 1), and make respawning attempt using similar items stored in stash automatically, if current items aren't to be respawned with otherwise; a minor variation could be that the reward is added to player's backpack or near play on ground, allowing player to donate them to armory to gain RP or deliver them to stash
EDIT: 7) allow player to access armory while dead; while highly convenient, it also has the least appeal to me.. maybe I'm purist but I want to do things inside the game world, by accessing a location that allows me to interact with something
If the current way is a huge pain, you can of course mod it. There's a field such as can_respawn_with="0" in famasg1.weapon and other high price items. Rare weapons have in_stock="0" which basically includes can_respawn_with="0" but also makes them not available at armory.
EDIT: Starting to like 6 quite a bit. It would also allow me to collect any stock enemy weapons I like and take them to stash and be able to respawn with one without having to kill another enemy with such weapon. It would also come with capacity naturally, so I'd run out of them eventually.