No, my main issue was the fact that not dying makes the gamestage higher than someone who plays with "infinite lives", so what incentive is there to stay alive?I don't understand.
You get the same bloodmoon horde as someone who does not play DID but does not die so no change there.
You want the game to be somehow easier without lowering the game difficulty so DID is supposed to be less of a challenge?
Yeah, but that's not true.No, my main issue was the fact that not dying makes the gamestage higher than someone who plays with "infinite lives", so what incentive is there to stay alive?
Well different to your opinion his ego follow a natural law.And here we get to the real complaint. A17 is harder. It should not be nerfed because of your ego.
Well, if you still run arround with Orange unmodded weapons without mods and with no Skillpoints in Battle skills its a bit .... unbalanced to have rooms full of green glowing running zombies that nearly onehit youI don't understand.
You get the same bloodmoon horde as someone who does not play DID but does not die so no change there.
You want the game to be somehow easier without lowering the game difficulty so DID is supposed to be less of a challenge?
Yeah, but that's not true.
Not dying in a DID game is in no way different from not dying in a non-DID game.
Correct me if I am wrong but isn't it: gamestage = (your level + days alive) x difficulty setting multiplier ?YYou are implying that everyone who does not play DID intentionally and repeatedly dies in order to lower the GS and that is not my experience.
With the new system you are going to have a REALLY hard time with everything if you play this way, let me explain why; the devs have buffed EVERYTHING. The reason you got such tough zombies during the day 7 horde is your game score, now as a veteran player myself (500+ hours), I rarely die, so my game score is usually pretty high, just like you. The problem with your play style with the new update it is going to become EXTREMELY difficult for you to play. Everything you face including your hordes are based on your game score, and since you refuse to die the horde you will face are going to be MUCH harder then any other player. Now I’m not saying you should go out of your way to die, but you should probably accept a death here and there, because if you don’t your hordes are just going to get harder and harder. If that’s your horde by day 7 (which was about what mine was as well), then you can imagine your later hordes won’t be pretty. Anyways there are other ways to keep your game score down if you REALLY don’t want to die, the main way is simply to avoid killing zombies, however that severely limits the amount of you could gain. Anyways that’s just my advice, I wish you the best of luck!Playing dead-is-dead seems to have huge penalties in the current state of the game. Yes, I know this is Alpha and know its experimental, but I felt I needed to say something about this from a dead-is-dead gamer perspective.
I keep reading about people crying that the horde night is too easy... I see videos showing very easy 7 and 14 day hoards... but then they show their scoreboard and they have died multiple times!
I presume this is why their horde nights are so much easier?!
As I understand it, the game stage gets harder/higher if you don't die, as in a way the game 'wants you to die'.
But I don't understand the thinking behind this as even though the game is called "7 days to die" it is marketed as a survival game...
I play on normal settings, with no cheats on and if I die I start again. I have 820 hours in the game, all played this way, so I am not a nooby player, but I am really finding the horde nights difficult to get through without dying.
Please, devs, consider adding a bonus/buff/incentive to staying alive in this game. I know there is a temporary debuff to those who die, but dead-is-dead really needs some love too.
Penalising us by making the horde nights harder (as we don't die multiple times during normal gameplay) seems very unfair to me![]()
Edit: on my 7 day horde I got irradiated zombie cops, irradiated spider zombies, etc etc etc!!!
It's funny, that's the first time I've heard the idea of a "survive buff" mentioned but it's a clever idea.
Thing is TFP vision of a "survive buff" is to make the game stage actually harder as from what I gather the game gets harder the longer you don't die in terms of game stage. So I don't feel very hopeful that something like a survive buff is coming as it clashes with the design philosophy, if that's what they're going for.
In this game, besides anything creativity-related, survival should be the sole reward because every incentive, item, perk revolves around it.what do you mean penalized with a harder gamestage?
Once more, the reduced gamestage for dying is a penalty, not a reward.
That or get rid of the "days alive" in the gamestage formula.I think the game should save every morning after horde night, Bringing you back to latest week at death. This way you are punished hard, but you can do things differently to avoid, or reach a gamestage that is INSANELY difficult and that you try every now and then..
What do you think ?
Damn millenials! Why back in my day just surviving was it's own reward, we were thankful when we did survive and we didn't ask for nothing from nobody, no sir.Rather than a reward for staying alive, can we get a participation medal for trying to stay alive.
ROFL!!!Damn millenials! Why back in my day just surviving was it's own reward, we were thankful when we did survive and we didn't ask for nothing from nobody, no sir.
LMAO
Exactly, its a game about survival. It's also an endless game. The staple feature of pretty much EVERY endless game out there is to make the game harder and harder until you lose...eventually. And the goal is to see how far you get.In this game, besides anything creativity-related, survival should be the sole reward because every incentive, item, perk revolves around it.
The playerLevel factor is something to tune the difficulty according to the character's strength.
The daysAlive factor is something to further tune the difficulty according to the player's "skill".
Surely, it's to keep the game interesting and not too punishing. But it's certainly not a reward and it can feel like a penalty. It must exist though, but I am just hoping that when other things get sorted out, "days" will be a part of the equation again, so that these two variables become a little less of a factor for a softer scaling.
Edit: Oh and something else - players should NEVER have to think or be concerned about a meta GS number while playing.
I am not disagreeing in general. I believe it is something that it's needed, even if I never was a fan of scaling. But the correlation between these two variables and difficulty is too ridig - the game, in a way, "pampers" your needs, if you will, and feels less like you are a living world. That's why I would also like a third variable in the mix, global time, with a small degree of factor strength, so that the game adapts to you and your character more "softly".Exactly, its a game about survival. It's also an endless game. The staple feature of pretty much EVERY endless game out there is to make the game harder and harder until you lose...eventually. And the goal is to see how far you get.
This game's goal is to kill you....if the zombies fail to kill you, they will get harder. If they continue to fail to kill you, they will get harder still. It's in the game design. If you are NOT dying, you will face harder challenges than someone on the same difficulty settings if they have died...as it should be. they died, you didn't, so the game gets easier for them since they couldn't handle it and clearly you could.
The game is ABOUT surviving. If you survive, you're doing it right, and so the game ramps up the challenge to keep you engaged and interested. If you fail to survive, the game doesn't advance the difficulty and is thus comparatively easier. If you kill yourself to get easier blood moons, then not only do you deal with all of the given death penalties, but you're missing the core concept of the game.
It's like playing tag and getting yourself tagged on purpose so that you can rest and not run for a bit. Yeah, its easier that way, but your missing the point of the game...it doesn't mean the game needs to be changed, but maybe watch/play with people whose gameplay style reflects your own? - the same as you would in a game of tag with similar circumstances.