PC Death penalty is too much!

it has nothing to do with challenge. it has nothing to do with my ego. how are you not getting this? how more clearly can i state this? it makes the game BORING for AN HOUR.

and btw if you haven't experienced dying in the early game then how is this "your" "challenge"? it hasn't effected you. you aren't stuck at level 1.

you "can still do plenty" because you already got the higher level weapons, tools, and armor. and even if you hadn't, you are playing multi so you can get a friend to make them for you. again: it doesn't effect you at all. so how would taking it away effect you at all?

 
I must admit, I could be an idea if the death penalty couldn't lower paid perks below a certain level (1 or 2 perhaps) or forgo the perk loss if the character is below a certain level (10 or 20 say). I don't know if the Pimps could implement that easily, but I could see where the might ease some players into understanding that in A17, you really REALLY don't want to die.

 
i was just thinking about editing my post to say something similar about the character levels, hawkeye. (i was going to say 5) i can see how it wouldn't be quite as terrible once you are established a bit. if i already had some stuff, not being able to make stuff or not having the stamina break into pois to loot stuff would be less of an issue. i'd still be able to go about my business with something better than starter crap.

 
Why is lowering the difficulty so you don't die such a bad thing?

Die. You can still loot, fight, do quests, harvest, explore, and build.

 
because i want the challenge, gup. i've said this. repeatedly. if i lowered the difficulty there would be no challenge. i WANT the game to be hard enough to kill me. i don't want to make things easier to avoid it. i want to try and fail and try again.

this penalty does not increase challenge. it just limits what you can do for an hour. it puts a damper on the "try again" part.

 
Death has a consequence. Finally.
...this is a good thing. Don't like it? Don't die, i.e. play at an easier difficulty level. Get insulted by that? Too bad... 6mos from now when you're complaining about the game being too easy, remember this moment.
Exactly. Like anything, after you've played this game for a long time, it becomes incredibly easy. It's nice to have that penalty to keep immersion for caution.

I just had a look and after thousands of hours on this game since the achievements were implemented - I have died a total of 29 times. That's counting all accidents including blowing myself up, falling, etc. I'd guess I've only died at the hands of an actual zombie in this game maybe a dozen times in the last couple years or more. I play on pretty much the hardest possible settings and all the zombie counts maxed in xmls.

A lot of the things that people say suck right now or are too hard or unfair right now - they will be THANKFUL that they exist later on down the road to keep the game at least somewhat challenging. This game is one I plan to play for many many years to come and unfortunately\fortunately i'm only going to get better and better than I already am and I welcome any and all things like this that TFP can throw at us.

 
this penalty does not increase challenge. it just limits what you can do for an hour. it puts a damper on the "try again" part.
That's just not true. If you or your party are at a higher gamestage and you or co-op partner are hit with this penalty - it will make things more difficult \ challenging. It's an incentive to be cautious. That caution that you feel helps with immersion and enjoyment (For me anyway).

 
Last edited by a moderator:
why do you need another incentive to be cautious? if the only penalty of death was knowing that i f'd up, that would be enough incentive for me to be cautious. but there were already other incentives. wellness loss. having to waste time going back to recover you backpack. you could even set it so that you lost everything on death permanently. but none of that was enough? you were still running around like a lunatic?

i just don't get it.

 
why do you need another incentive to be cautious? if the only penalty of death was knowing that i f'd up, that would be enough incentive for me to be cautious. but there were already other incentives. wellness loss. having to waste time going back to recover you backpack. you could even set it so that you lost everything on death permanently. but none of that was enough? you were still running around like a lunatic?
i just don't get it.

I don't 'need' it..I welcome it..l actually like penalties. Destroying backpack on death is definitely a good one as well, of course. No one I ever play with likes that one though so I never get to use it much nowadays - I do love it though.

I guess why I like it is that fear of if I die...X happens as a result. I don't NEED it to make me cautious. But, having a real penalty is welcomed to go along with it. I would still play cautious no matter what - that's just how I am. I can't think of the last time I even died in this game that wasn't something accidental. I'm honestly thinking it was LAST thanksgiving when a zombie killed me. Somewhere around a year.. pretty cautious...

Anyway...Sorry you don't like it....

 
1 hour REALTIME is 1 full DAY ingame by default. You lose ALL perks for a full ingame day, including the ability to make and use iron, steel, concrete, cook anything other than charred foods, and basically become a completely useless noob in a game that is very time-crunch sensitive. Oh, and you lost your ability to get bonus damage from headshots, your natural regen, disease resistances, and your bonuses to looting. Get reked by a crawler, son, and you're level 1 for a day.
Get greased by 'surprise twenty dogs' on day 7 or 14, and you pretty much just got forced to abandon base defense for the whole horde night. You my as well pack up your things, strip naked, and AFK outside your base, because you got your level 50 ass noob'ed to the stone age, because you can't do ♥♥♥♥, boy.

Literally unplayable. At least in A16 there were viable defense methods. Now it's just "Oh kay, i'm out of options. Lets do the whole 'hurry up and kill me" thing so I can keep playing."

Better to have 6 days of decent gameplay than to literally burn it all to the ground trying to pointlessly defend it.
U got 'reked by a crawler'? Seriously?

 
I just got to thinking about destroy on death and I remember one of the last times I played with that setting. It was back when we had calipers in the game and they were very rare. I remember finding calipers on a dog day and being cornered in a store with dogs. My heart was pounding because I knew if I died I would lose those rare calipers. It was incredibly intense. I loved it. If I knew that the backpack would still be there even if I died..that moment wouldn't have been as good. Since I could just run right back and grab them..no harm no foul.

So maybe that articulates better why I welcome any penalties. Those moments like that are very tense and fun for me when there's a REAL consequence.

 
I put in a request for a modlet for this.

I'm sure once sphereii is done organizing he will make a lot of options public.

 
if the only penalty of death was knowing that i f'd up, that would be enough incentive for me to be cautious. but there were already other incentives. wellness loss.
Knowing you ♥♥♥♥ed up was a penalty? Can you elaborate? How did you fail by dying?

And don't tell me you cared about wellness - to keep it meaningfully high you had to die very rarely. And if that was the case this death penalty wouldn't be a problem for you. Barely anyone cared about wellness - could raise its min to 120, die as much as you want and reset any negative status as a bonus.

It's always these silly frame-skipping dogs. Game is almost a dog survival especially on early game, considering how overtuned they are compared to poor zombies.

 
Last edited by a moderator:
And, you can mod it out. =)


oh i will. just like i will increase perk points and remove level restrictions.

AFTER the experimental. modding an experimental build invalidates any opinion you may have on game balance, imo.

 
Last edited by a moderator:
Some people just hate playing the game at lower levels. This just another facet of that. I agree that it has less to do with difficulty as it does with having to play at a lower level for an hour (2 hours for the 120 min day folks).

People who like to play as a god are going to hate this penalty just like they hate the level gates that force them to spend some time at primitive levels and just like they hate the removal of auto leveling of skills that can quickly be powergrinded up to top levels.

I’m perfectly fine with the death penalty AND I find it fun because it creates the risk of a death spiral. I enjoy playing the game as a vulnerable member of the world who could die easily at any moment. I would never miss that challenge by just going AFK for an hour.

 
Knowing you ♥♥♥♥ed up was a penalty? Can you elaborate? How did you fail by dying? And don't tell me you cared about wellness - to keep it meaningfully high you had to die very rarely. And if that was the case this death penalty wouldn't be a problem for you. Barely anyone cared about wellness - could raise its min to 120, die as much as you want and reset any negative status as a bonus.
you don't get frustrated when you die? that doesn't feel like failure to you?

and the fact that there was an option to counter act the wellness loss doesn't mean that it wasn't a penalty. yes you COULD take perks to raise it, but that meant not taking other perks.

 
I like the middle ground they found between pokeman and dead is dead. It's a good idea.
Agreed, its certainly an incentive to retreat when required and not get in to risky situations without an escape plan.

I am loving it.

 
Back
Top