PC Death penalty is too much!

I thought the death penalty was a great feature. A streamer named Grand Spartan had a -2 or -3 and was able to counter it (was trying to buy a certain perk before realizing he couldn't due to the deaths). He was able to counter it with a point schematic / paper. So even though it was an hour long he was still able to counter the momentary drop in level and progress in his game.

 
I thought the death penalty was a great feature. A streamer named Grand Spartan had a -2 or -3 and was able to counter it (was trying to buy a certain perk before realizing he couldn't due to the deaths). He was able to counter it with a point schematic / paper. So even though it was an hour long he was still able to counter the momentary drop in level and progress in his game.
That's a good reason to save those magazines. I think certain clothing items gives buffs too, those old useless eyeglasses give +1 to perception now.

 
Jeez folks, try to at least accept some challenge. We've had ppl complaining about digging zombies already, I've watched streams where ppl die on purpose to fast travel back to base as they've already died 20 times. This is disgusting. Death should have massive penalties, it's a survival game, dead is dead should be the default if you ask me. Learn from your mistakes, put points in armor and health instead of tool and cement upgrades.
But TFP can't please everyone, would be surprised if it wasn't moddable in xml files.
Dont compare this post to that one. That other post must be a troll. It even says zombies shouldnt even be able to break walls or any block...

This post isnt even complaining about a death penalty, but about it lasting an hour of gameplay. I havent tested it so I wont say I agree, yet. But if the penalty not only makes me weaker, but also prevents me from doing stuff, like it seems it does bc or removing skills, then I will agree with him. I have 2 hours of game time each day, I wont spend 1 of them not beeing able to craft a friking thing I need.

 
I thought the death penalty was a great feature. A streamer named Grand Spartan had a -2 or -3 and was able to counter it (was trying to buy a certain perk before realizing he couldn't due to the deaths). He was able to counter it with a point schematic / paper. So even though it was an hour long he was still able to counter the momentary drop in level and progress in his game.
Oh, had read this again somewhere, that buff scrolls are now a thing. Definitely not a fan, but will have to see them in game.

 
Oh, had read this again somewhere, that buff scrolls are now a thing. Definitely not a fan, but will have to see them in game.
Yeah they look interesting.

After watching several Streams I figure the thing to do is use them up as you get them.

[Maybe save one or two for the Death Penalty but that's it.]

They are fairly abundant.

Too many of the Streamers were hanging on to them.

Seems like the beginning of the game is where adding a couple levels is going to make the MOST difference.

 
Problem with death penalty ATM is that it makes it so have to wait to craft something because it reduces your skills. I think it would be better to have a xp penilaity. Having it so for any amount time you lose ability to craft a item can basically just make it so don't want to play for that amount of time and sit and wait. This is not good game design if players are just walking away from game to waste time a game mechanic has imposed on you.

 
Problem with death penalty ATM is that it makes it so have to wait to craft something because it reduces your skills. I think it would be better to have a xp penilaity. Having it so for any amount time you lose ability to craft a item can basically just make it so don't want to play for that amount of time and sit and wait. This is not good game design if players are just walking away from game to waste time a game mechanic has imposed on you.
Nonsense.

Not buying one word of that.

 
Nonsense.
Not buying one word of that.
Well I agree with every word. OFC, Im waiting to try it before really agreeing or disasgreeing. But any mechanic that prevents me from doing stuff for 1 real hour... no thx. Beeing weaker and making doing things harder? Sure. But just removing the option to craft/do soemthing? For an entire hour?

 
Jeez folks, try to at least accept some challenge. We've had ppl complaining about digging zombies already, I've watched streams where ppl die on purpose to fast travel back to base as they've already died 20 times. This is disgusting. Death should have massive penalties, it's a survival game, dead is dead should be the default if you ask me. Learn from your mistakes, put points in armor and health instead of tool and cement upgrades.
But TFP can't please everyone, would be surprised if it wasn't moddable in xml files.
That is what makes 7D stand out from the pack (one of the things anyhow). We can mod it to play the way we want to play, not the way someone else tells us to play.

Remember when Don't Starve first came out? The death penalty was severe - your character, game and progress were all deleted. EVERYTHING gone. While some people loved that, it also caused massive push back. For the most part, that feature was despised by the player base and it didn't take long for some resurrection mods to come out.

TFP gets it right - they let us decide what kind of game experience we want, from stupidly peaceful and easy to insanely death-guaranteed difficult.

 
That is what makes 7D stand out from the pack (one of the things anyhow). We can mod it to play the way we want to play, not the way someone else tells us to play.
Remember when Don't Starve first came out? The death penalty was severe - your character, game and progress were all deleted. EVERYTHING gone. While some people loved that, it also caused massive push back. For the most part, that feature was despised by the player base and it didn't take long for some resurrection mods to come out.

TFP gets it right - they let us decide what kind of game experience we want, from stupidly peaceful and easy to insanely death-guaranteed difficult.
This is so true. It's quite toxic over at the Steam forums demanding this and that, it's unfortunate they don't realize how good TFP have made it easily moddable to the community.

Yeah Don't Starve was great. It's a shame more people don't enjoy dead is dead settings. The tension it brings is what I play games for. Knowing I respawn or no penalties when dying puts me off most games. It makes you play stupid, doesn't improve your skills or question what you did wrong and how to solve that problem. Even the respawning sleeper bug in A16 can be seen as a great challenge, made me more aware of my surroundings and always be ready for danger.

But to each their own.

 
Dont compare this post to that one. That other post must be a troll. It even says zombies shouldnt even be able to break walls or any block...
This post isnt even complaining about a death penalty, but about it lasting an hour of gameplay. I havent tested it so I wont say I agree, yet. But if the penalty not only makes me weaker, but also prevents me from doing stuff, like it seems it does bc or removing skills, then I will agree with him. I have 2 hours of game time each day, I wont spend 1 of them not beeing able to craft a friking thing I need.
Yeah it's harsh on those who don't have much time to play. Hopefully it's easily changeable in the xml files.

I just see it as adding more challenge and honestly if I don't want those debuffs I prioritize staying alive, all points into armor and health if needs be, change the way I play, definitely pick my fights. This is the whole point of a survival game for me, making the right decisions in whatever circumstances I come across, not I want to build a house right now or i want to rush for the best weapons in the game, which gets people killed and then complain they have debuffs for however long.

But as others have suggested there is god mode / console to let people continue playing as they choose.

 
Yeah it's harsh on those who don't have much time to play.
I don't think that not having much time to play is related to that. Most of us have jobs. Unless one is in a hurry to somehow "complete" the game.

 
Diablo 2 had it were death cost you XP and gold.

Gold was pretty much meh after a certain point, but XP now, that would hurt.

It could never drop you below your current level, but it would slow your progression.

Early on, no big deal, but later on? Losing 25% of your XP for that level, when you need say, 1 mil xp to get to next level?

umf.

I forget the actual % amt, but if you look up the tables on how much you need to level up, you'll see what I mean.

WoW gave a debuff after death for a bit, + damage to your stuff that cost to repair. (no debuff there tho)

The repair bits tho.. "ok, all my stuff is broken, need to to repair" was a common cry.

(no point in xp penalty in wow, as once you hit max level..)

Yes, death should have a penalty, I agree. However, there are times when the game just sneaks up, shoots you in the back of the head, and there is absolutely nothing you can do about it. (hence my aversion to ded is ded)

YMMV of course.

 
I don't think that not having much time to play is related to that. Most of us have jobs. Unless one is in a hurry to somehow "complete" the game.
I don't understand what you mean, Kalarro states only 2hrs game time each day, I guessed because of work, I'm also working, unless you mean it's not related to building or wanting good loot?

It's just a generalization, just for me survival is making choices in challenging conditions, I know it's different for everyone but if I can't build/craft/make something for 1 hour then it's because of my own mistake and I find something else to do in that hour. The fun / challenge for me is working out that mistake and try not to let it happen. It's very possible to have to zero deaths on the hardest settings, without going underground.

 
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Nonsense.
Not buying one word of that.
It lowers your attributes. IE, if you need 5 intelligence to craft something, you have

5 intelligence, and die, you'll have less intelligence and cannot craft before it is back

up at 5.

Still, take this with a grain or ten of salt, after all, i haven't played A17 yet.

 
I don't understand what you mean, Kalarro states only 2hrs game time each day, I guessed because of work, I'm also working, unless you mean it's not related to building or wanting good loot?
Yes, that's what I mean. Being able to play a little is not an excuse for wanting better loot/fewer penalties. I as well don't have time to play much anymore - each of us can dedicate their own amount of time into the game. Why would anyone who can't play much make progression shorter, increase loot and reduce penalties? To hasten their rate of progression towards "completing" the game in real time?

 
I fully support a heavier penalty for deaths. I completely agree that it should be more than a temporary inconvenience. ie. "Now I need to walk back to my bag boo hoo". Wellness loss stunk, but from what I'm reading here I think it's a step in the right direction.

That said, my additional thoughts:

1. Why not implement this as a percentage XP loss? So if you die X amount of times in Y period of time, you'd see Z% less XP per action. If you die a lot, you stop progressing. If you don't die, you progress faster.

2. Perhaps implement a similar system that is configurable at the server config level. Hard-code certain limitations (I won't presume to know TFP's balancing considerations with other features of the update), but allow server owners to have some flexibility with their settings. Those that want a more hardcore experience could configure it. Perhaps tie it in with difficulty?

At the end of the day, though, it seems like some needed to be reminded that this is a survival game. And feeling the consequence of death is a core tenant/atom of good game design. So The Fun Pimps are doing well in that regard.

 
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