Maharin
Well-known member
Yeah, but people are going to @%$# anyway, no matter what they do.I still think quite a few would rage about it though...

Yeah, but people are going to @%$# anyway, no matter what they do.I still think quite a few would rage about it though...
Death penalty is sepecially in early game irrelevant. The 10% XP loss is compensated by another killed few Zs.Death penalty inherently sucks.
The XP debuff of death penalty doesn't hinder you on doing anything. You just lost XP. You are not slower, your don't do less damage, your HP is not reduced. It does not cause death loops at all.Nobody wants to play the game in weakened form. Any serious penalty leads to death spiral and penalties that are too mild make death into a useful way to fast travel/clear debuffs.
Yeah of course. Most people want to start from scratch just because they made a little silly mistake. Permadeath ist the EXTREME of that.The only solution is DEAD IS DEAD. It's a survival game...if you die, you lose.
First of all, totally inappropriate response. The ad hominem was completely uncalled for. Who @%$# in your cheerios?Death penalty is sepecially in early game irrelevant. The 10% XP loss is compensated by another killed few Zs.
The XP debuff of death penalty doesn't hinder you on doing anything. You just lost XP. You are not slower, your don't do less damage, your HP is not reduced. It does not cause death loops at all.
Yeah of course. Most people want to start from scratch just because they made a little silly mistake. Permadeath ist the EXTREME of that.
You complain about death penalty but vote for death is dead mode? Are you @%$#ed or just stupid?
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That... makes no sense. Nobody wants to play in a weakened form and the solution is to start all over as a weak newbie? /boggleDeath penalty inherently sucks. Nobody wants to play the game in weakened form. Any serious penalty leads to death spiral and penalties that are too mild make death into a useful way to fast travel/clear debuffs.
The only solution is DEAD IS DEAD. It's a survival game...if you die, you lose.
A new character is unskilled, not weakened. The world around them is built to match that level of skill. The reason why people sat out the A17 death timer was because they didn't want to interact with a world that had scaled to match their skill without having their full strength available.That... makes no sense. Nobody wants to play in a weakened form and the solution is to start all over as a weak newbie? /boggle
Yeah, death penalty is still too low. I've been gimped before and unlucky with finding a fix, so when I died it was "yay", no more gimpiness.People have been using death as a convenient solution to setbacks for years. When the wellness system was in place it was basically just a new currency for how much it would cost to fast travel or to instantly recover from a broken leg (as that was the only injury at that time). Whenever the devs push a death penalty that is in any way inconvenient, the howling begins.
For me, it is not a problem with temptation. It is a problem with unintentionally dying and having the problems I am trying to legitimately solve getting solved for me. I was at a high percentage of infection and by finding honey I was able to get it down to within 10% of being fully healed. I did a quest hoping to be offered herbal antibiotics as a reward but died during the quest due to poor judgement. Healed. Instantly.
Sucks. But it does push me to play voluntary dead is dead and just start over. What is interesting is that they have created all of these new injuries and setbacks and yet the death penalty is still so carebear that all they have done is create more reasons for a player who hates the inconvenience of injuries to just suicide. Perhaps when they come out with the vehicle critical malfunctions those can be completely cleared when you die as well...
I think retaining debuffs on death would help solve the exploit of death being the cure all remedy. I've watched MP lets plays and streams and so many times I hear, "oh I'm starving, I'm just gonna eat glass", "oh crap I have a broken leg, I'll just kill myself".Yeah, death penalty is still too low. I've been gimped before and unlucky with finding a fix, so when I died it was "yay", no more gimpiness.
It would be interesting to increase the penalty, but have a respawn with no penalty option, but at a distant random location, so you have to run back empty handed through whatever is out there.
Wellness was a pretty decent concept, but there was no real penalty.I think retaining debuffs on death would help solve the exploit of death being the cure all remedy. I've watched MP lets plays and streams and so many times I hear, "oh I'm starving, I'm just gonna eat glass", "oh crap I have a broken leg, I'll just kill myself".
It makes the entire critical system that you guys have worked on for A19 a complete joke when people can cure themselves through death.
When wellness was a thing, the death penalty was bigger than the current XP debt.
They tried this in A17 and it was quite unpopular. No need for gamesparks to see that many people just sat around or went AFK until the skill penalty timed out because they refused to play at diminished capacity. The original timer was an hour and then it was reduced to 30 minutes and then it was scrapped for the xp deficit instead.
Perhaps the problem was simply that it was time based. Perhaps if such things were tied to the xp-deficit and went away when that was earned back it would push people to play to remove the curse rather than refuse to play until the curse was gone. I still think quite a few would rage about it though...
Yeah, I think more work needs to be done on the "after near death experience". Persistent maladies will help, but maybe they should also do some sizeable percentage of damage to your gear so you will likely need to do many repairs. Or maybe the death experience penalty has debuffs that go with it, such as moving slower or doing less damage, or maybe skill penalties. All of these should likely go away with the exp penalty, in this scenario.
Near death needs to make you feel like you don't want to go through it again if you can avoid it. It needs to be worse than what happens to you while you're alive so you have a reason to want to stay alive. It's a balancing act for sure.
the penalty shows up in the gamestage, every death subtract 2 from yours GS and your loot quality dropyou can just kill yourself and you're healed of everything (and given full food and water meters to boot) with no penalty
Yeah, in fact, the XP debuff combined with the loss of pride when losing, are so bad that some people cannot carry all that shame around and get depressed to the point they actually eat glass (since seppuku hasn't been implemented yet)I have DP set minimal to respawn with my stuff, but I don't like to die. In fact, I hate it. I have watched many MP vids of players caught in a death loop because the zombies have over run the spawn, and the player re-awakens defenseless. No fun. The XP debuff is bad enough. But, tolerating deaths in a survival game is just tolerating losing.
I don't really care about how other people want to play the game. I just care about how unintentional death solves MY problems in an instant when I wanted to solve them through the gameplay designed into the game. There are splints, medkits, sewing kits, vitamins, pain killers, health bars, honey, and antibiotics for a reason and purpose. Death circumvents all of those intentional designs.If you are unserious in the game you will take risks, not be prepared for encounters, not have required meds available, lack food, be out of stamina, and die often. The people who are, "Meh, I'll just eat glass." aren't playing a survival game. They want to be playing CS versus bots.
The horde night death loop is a solved problem in A19. The horde loses your scent if you die on horde night.In my current MP game (Nitro custom 10K with Compopack46 ), at Level 29, GS 38 I have 1 death when I didn't see the land mine. I have DP set minimal to respawn with my stuff, but I don't like to die. In fact, I hate it. I have watched many MP vids of players caught in a death loop because the zombies have over run the spawn, and the player re-awakens defenseless. No fun. The XP debuff is bad enough. But, tolerating deaths in a survival game is just tolerating losing.
As of about 3-4 weeks ago, horde night death loop was still a thing on Darkness Falls Mod. Always have to have a retreat plan. Mine is to have a bridge to a solid building from my hoard base where I can just cheese out the rest of the night being unreachable on the roof.The horde night death loop is a solved problem in A19. The horde loses your scent if you die on horde night.
All that it would take is a team of developers to come to consensus that making a switch in the settings to "keep statuses active after respawning from death" is a worthwhile use of time and resources so that they assign the task to someone. HardEasy![]()