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Category:Player Mechanics

From Joyful's Civilization
Revision as of 22:25, 16 October 2025 by Admin (talk | contribs)

Revive System

Reviving Players

The only way a player can rejoin the experiment is if another player in the game brings them back via a costly sacrifice of food. In the real event this cost will increase exponentially for each time the same person is revived, but in the test server this cost will stay the same. The crops that are required to bring a player back only grow in specific biomes. In order to gather all of the required crops, players will either need to operate farms in nearly every biome on the map, or trade with players from each biome who are already farming their local crop. It is recommended for groups of players to maintain control over the entire biome that they settle. If another group of players from a different biome is able to establish farms then you will lose your trade leverage.

Because bringing players back is very expensive, we warn all players to pay attention to their surroundings and play cautiously. DO NOT trust everybody you come across, pay attention to the death broadcasts in chat and take note of the names of frequent killers. The more organized and aware your group is, the better the chance is that you will survive.

Downed System

Because of the increased consequences of death, we've also added a Downed But Not Out (DBNO) system. When a player's health hits 0, instead of immediately dying, they get "downed" with a chance to be revived. When a player is downed, they have 60s before they die for good. Another player can revive them by right clicking on the downed player to open a GUI, then clicking the "revive" button. It takes 5 seconds to revive a player. You cannot move or look around while reviving a downed player. You can cancel the revive by crouching. When a player starts reviving a downed player, the death timer pauses. If a player leaves the game while downed, they will instantly die.

Health Rework

Health no longer regenerates like normal. Instead of regening when your hunger is full, it will very slowly regen over time (this is currently bugged and will NOT work). Potions are disabled so the only way you can regen faster is through Bottles of Water which heal 1 heart. This new system makes health much more precarious, and makes access to water sources much more important (without having to add an annoying thirst system).

Stamina

This experiment uses a stamina system. Stamina does NOT get used by actions such as: sprinting, jumping, crafting, or smithing. Stamina DOES get used by actions such as: breaking blocks, placing blocks, fishing, hitting players, and farming. Stamina takes a decent time to regenerate, and this is by design. If you run out of stamina, the "stamina cost" for those actions hits your hunger bar instead. When your hunger bar is empty, you can no longer perform actions that require stamina. Players in the early game found a lot of success by grouping up and working in shifts. While half of the team rests and regains stamina, the other half is mining/building. Once a group of players establishes a good source of food, they'll be able to trade food for time. Instead of waiting for their stamina to regen, they can instead keep performing actions until it becomes a food cost, then quickly eat and keep working without having to take a break. The stamina system acts as a food cost for actions while giving unestablished players the ability to perform tasks and survive without starving. We recommend that groups of players focus hard on establishing large sources of food in order to overcome the limitations of stamina.

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