Yamamoto80
Refugee
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TL: DR at bottom of the post, if you must.
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Hey there Survivors! And Pimps! And Survivor-Pimps...?
My apologies if this has already been brought into the spotlight; I did a few searches of the forums to see what I could find, but alas they are quite large, and after about 15 minutes I decided I would make a quick post.
Back in December when there was a lot of feedback going on regarding the NearDeathTrauma debuff or "Death Debuff" I read an interesting idea from someone commenting on the patch notes. Some players, myself included, aren't terribly fond of it, but like the concept behind it. Death is a persistent reality in 7DTD and in a zombie survival game you should face some consequences/setbacks for dying.
Now, that said... Let's look objectively at this situation; if players are to be penalized for dying in a survival game, can the opposite be true? Rewarding a player for maintaining long periods of survival equally serves as an incentive to play safe and make good choices. With Alpha 17 bringing with it a new specialization system, XP is ever in high demand. It takes quite a bit longer, by design, to hit some of those Milestones (i.e. Iron working, Steel, Munitions, etc.) than in previous Alphas. Some players love it, some hate it, and some don't really mind.
The concept, if you haven't already deduced it, is two-fold; Allow players XP modifiers for good survival practices and longer "time-alive" streaks, while implementing a negative XP modifier for a period of time after the player dies, resetting the modifier to then be worked back up.
Example) After x amount of "time alive" the player's base XP modifier goes from 1 (or 100% of default value) to 1.05 (105% of default value). Zombies, mining, crafting, and anything that yields xp would be at an extra 5% XP gain. Then when the poor player is set upon by unfortunate circumstances, such as a pack of 12 dogs when he or she has no energy (RIP), they lose the progress gained towards their XP modifier and it drops down to X value (a negative value such as .90 instead of 1.0) for X amount of time.
I think this is a simple, albeit effective way to encourage players to play smart while also implementing consequences that don't make them feel like they're "USELESS" for 30 minutes. For me it kinda stinks to think that people have so much fun playing this game, then they die (which is part of the game...) and immediately feel like TFP is kicking them in the balls. I seldom die anymore, even when playing on the higher difficulties, but I do sympathize with the other players.
As for how high the XP modifier can max out at, the negative value that your modifier would drop back to upon death, how long it stays negative, how long it takes before you reach the next "time-alive" bonus/increase, etc. would be worked out by TFP, but I think the idea is worth considering. I would even like it if it became harder and harder to get your modifier to increase (i.e. maybe it takes 2 days to go from 1 to 1.05, but it takes another 3 days to reach 1.10, then 4 days, etc. or a formula that does this instead of increments)
Anyways if you took the time to read all of this babbling then Thank You! I do appreciate it. If you have an idea or opinion on it please share it with the rest of the class
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TL
R
Allow players to gain more XP the longer they are alive, and to receive less for a period of time after they die, instead of making them feel "USELESS" with the current Death Debuff. (I say "useless" because you're not really useless, things are more difficult."
EDIT:
Ideas:
"Time-Alive" Corresponds to bonus XP modifier, Negative and Positive depending on recent death(s).
The XP modifier can not be increased until a certain amount of "Time-Alive" has passed, AND the player has accumulated X amount of XP, to prevent AFK sitting in base to get an XP bonus.
Death, and penalties associated with it, should be customizable by the player/server host to allow for more uniquely tailored experiences, not a "one-size-fits-all" solution.
TL: DR at bottom of the post, if you must.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hey there Survivors! And Pimps! And Survivor-Pimps...?
My apologies if this has already been brought into the spotlight; I did a few searches of the forums to see what I could find, but alas they are quite large, and after about 15 minutes I decided I would make a quick post.
Back in December when there was a lot of feedback going on regarding the NearDeathTrauma debuff or "Death Debuff" I read an interesting idea from someone commenting on the patch notes. Some players, myself included, aren't terribly fond of it, but like the concept behind it. Death is a persistent reality in 7DTD and in a zombie survival game you should face some consequences/setbacks for dying.
Now, that said... Let's look objectively at this situation; if players are to be penalized for dying in a survival game, can the opposite be true? Rewarding a player for maintaining long periods of survival equally serves as an incentive to play safe and make good choices. With Alpha 17 bringing with it a new specialization system, XP is ever in high demand. It takes quite a bit longer, by design, to hit some of those Milestones (i.e. Iron working, Steel, Munitions, etc.) than in previous Alphas. Some players love it, some hate it, and some don't really mind.
The concept, if you haven't already deduced it, is two-fold; Allow players XP modifiers for good survival practices and longer "time-alive" streaks, while implementing a negative XP modifier for a period of time after the player dies, resetting the modifier to then be worked back up.
Example) After x amount of "time alive" the player's base XP modifier goes from 1 (or 100% of default value) to 1.05 (105% of default value). Zombies, mining, crafting, and anything that yields xp would be at an extra 5% XP gain. Then when the poor player is set upon by unfortunate circumstances, such as a pack of 12 dogs when he or she has no energy (RIP), they lose the progress gained towards their XP modifier and it drops down to X value (a negative value such as .90 instead of 1.0) for X amount of time.
I think this is a simple, albeit effective way to encourage players to play smart while also implementing consequences that don't make them feel like they're "USELESS" for 30 minutes. For me it kinda stinks to think that people have so much fun playing this game, then they die (which is part of the game...) and immediately feel like TFP is kicking them in the balls. I seldom die anymore, even when playing on the higher difficulties, but I do sympathize with the other players.
As for how high the XP modifier can max out at, the negative value that your modifier would drop back to upon death, how long it stays negative, how long it takes before you reach the next "time-alive" bonus/increase, etc. would be worked out by TFP, but I think the idea is worth considering. I would even like it if it became harder and harder to get your modifier to increase (i.e. maybe it takes 2 days to go from 1 to 1.05, but it takes another 3 days to reach 1.10, then 4 days, etc. or a formula that does this instead of increments)
Anyways if you took the time to read all of this babbling then Thank You! I do appreciate it. If you have an idea or opinion on it please share it with the rest of the class

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TL

Allow players to gain more XP the longer they are alive, and to receive less for a period of time after they die, instead of making them feel "USELESS" with the current Death Debuff. (I say "useless" because you're not really useless, things are more difficult."
EDIT:
Ideas:
"Time-Alive" Corresponds to bonus XP modifier, Negative and Positive depending on recent death(s).
The XP modifier can not be increased until a certain amount of "Time-Alive" has passed, AND the player has accumulated X amount of XP, to prevent AFK sitting in base to get an XP bonus.
Death, and penalties associated with it, should be customizable by the player/server host to allow for more uniquely tailored experiences, not a "one-size-fits-all" solution.
Last edited by a moderator: