Make gear lose condition when you die, but not break and not wear twice on a corpse run
A small price for dying keeps the world serious without taking everything. The price should stay small for items already nearly worn out, never destroy anything on its own, and never charge twice when the player dies again on the way back to the corpse.
Why this works
A penalty teaches only if it is felt, finite and fair. Taking a share of what is left means every item feels it a little, even the worn ones, while a floor and a pause after each penalty keep a bad stretch from erasing a player's whole kit.
When not to use it
Skip it in a gentle game, or one where death is common and part of learning, such as a hard action game with many tries. There the penalty only frustrates. Make death cost time or position, not equipment.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 26 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make gear lose condition when you die, but not break and not wear twice on a corpse run" (read_entry gear-wears-on-death-but-never-vanishes) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP