Zerg rush
theflogat opened this issue ยท 6 comments
An easy way to fix the bed near altar problem would be to have the knife not be able to kill. This is a really easy fix, not problematic for the ones not doing it on purpose and stopping any further balance-breaking.
This doesn't really solve the problem since one could easily move some lava and finish themselves off with that which would spawn them at full health again. Me and a few friends were talking about it and as mentioned in #51 I think the best suggested solution would be to make those people spawn with a single heart or even a half heart thus making this method of farming LP extremely inefficient.
Also the issue is that the mod has an overall theme that "everything can kill you" if you use it improperly. Changing the knife so that it doesn't kill you won't work. That, and the fact that they can just jump off a cliff, so even searching for an altar nearby on death wouldn't produce the desired effect.
Not unless I force the player to spawn with 3 hearts...
I've now made it so that you only respawn with 3 hearts. This should at least discourage zerg rushing.
Over the weekend I started up a 1.7.10 instance to give the early game a shot in survival with the collection of mods I'm about to migrate to, and have some feedback in regards to this change.
Spawning at 3 hearts on my first night after being murdered by 4 or 5 armored zombies is rough, considering I haven't even touched blood magic at this point.
A thought that I have is to only apply the 3 heart respawn rule when the player has any blood magic items bound to them, or check to see if the player gad used a blood magic item within the last $interval before applying the rule