PC Death penalty is too much!

They did but Gazz replied to this concern with something like "Good point, I'll see if we can do something about that" implying maybe they can turn off the penalty from player kills.
Just cause it's not a focus doesn't mean they shouldn't do something if they can. =)

For me the death penalty adds nothing to my experience. I will adapt and get along with it but I do not see it's value at all. That's my opinion. Not a game breaker at all but more of shrug my shoulders at it kinda thing.
That would be kinda weird. I mean getting killed by a zombie would weaken you so much you can´t even think about facing other players.

 
They did but Gazz replied to this concern with something like "Good point, I'll see if we can do something about that" implying maybe they can turn off the penalty from player kills.
Just cause it's not a focus doesn't mean they shouldn't do something if they can. =)

For me the death penalty adds nothing to my experience. I will adapt and get along with it but I do not see it's value at all. That's my opinion. Not a game breaker at all but more of shrug my shoulders at it kinda thing.

Yeah, I didn't mean it to sound like they shouldn't at all. They have done things for PVP but can't say one way or the other that they go out of the way to do so if that makes sense.

The way I see it is everyone has a opinion on the way it should be. Does it make anyone wrong? No because everyone has a preference to what they like. This is where TFP are very mod friendly and can easily adjust just about anything in the game to ones preference. Because no matter what they do in the base game it isn't going to please everyone. Something in it will definitely have disagreements from people.

Maybe it will still have some balancing that needs done to it. But imo 1 hour isn't that long of time. Also as far as the glitchy deaths or such. Maybe if those got fixed then this wouldn't be such a problem perhaps?

 
I get the impression that it's not so much a "death" anymore but that you have somehow "Hugh Glass"-ed yourself back to your base and the penalty is recovering from that. I like that idea, though for game reasons (and multiplayer) time doesn't really pass.

Maybe keep the death penalty, but have a means to get out of it earlier, if you want.Once you respwn, It gives you a fetch quest (random location), you then need to find a parcel that has a book "Know Thy Self". Once you read it, it removes the penalty.

  • You still get the death penalty.
  • You have a means to remove it earlier if you don't want to wait.
I think this is the right direction (along with it being a different length of time based on difficulty).

I really like the idea of a death penalty, but I'm not entirely sold on the current implementation of it. I don't mind it reducing my bonuses and health (etc...) , but I don't like that I can't spend points I've earned while under it's effects and I don't like losing how to do certain things because of it. I fully expect to rarely be under it's effects as I get more and more used to things (and my current playthrough with the wife is moving in this direction) but I think it needs some tweaking.

Mind you, I'm mostly modding it because if I don't my wife is gonna murder ME the next time she gets killed in the game, she is not happy with it :-)

 
Is it really extreme though? Obviously opinions very but I say extreme would be death means death and when you die you go back to level 1 and stats get reset. Now I personally would have no issue with that at all and would welcome that in a heart beat but that would be extreme. I really just don't get how 1 hour is extreme. It has not stopped me at all from playing the game. Not once have I felt that I need to go afk because of it. But hey that is just me I guess.
Not the concept (the temporary loss of attributes), the implementation (reset to 1, loss of perks, etc.). My speculation is that they made the implementation extreme to gauge the response and adjust from there. The biggest flaw I see is the resetting of the intellect attribute. I can understand temporarily losing strength, fortitude, perception, and agility but the loss of the ability to craft tools/weapons seems a little too much to me. My guess is that the system will end up being a scaling loss of attribute points starting at 1 or similar.

 
Thinking out loud. What if every 15 minutes 25% of stats start popping back up randomly. So one time you die the first 15 minutes goes by this stat is good to go but the next time you die that first 15 minutes it might not be so everytime you die it would feel like a new death.

The only down side to this would be you spend time looking through perks figuring out what you can and can't do. So probably not the best idea perhaps.

 
No, it does not affect any of the early T1 perks.Hyperbole is ineffective if it can be fact-checked that easily.
bull♥♥♥♥? i could only craft faulty crap for the duration. attributes absolutely 100% you're wrong get sent from level 3 back to level 1. even shows it is level 1 with a 1

so if that is a bug...fine. go fix the bug.

 
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My problem with this penalty is medical. I've got nerve damage, so my twitch response is pretty bad. This "you suck, so suffer more and die faster" debuff is (was) incredibly annoying to me. I modded it to last 20 seconds instead of 1 hour by changing the timer value in buffs.xml from 3600 to 20. I tried 0 to simply remove it, but that made it appear to last forever since it started counting up from 0 instead of down to it, so I changed it to 20 and that works. 1 would probably work too, but I haven't tried it.

SteamLibrary\steamapps\common\7 Days To Die\Data\Config In there find buffs.xml

Edit bufs.xml look for buffNearDeathTrauma do the search, second listing of it, down about 3 lines below it, look for the duration=3600 and change it to something small, but not 0.

 
Not the concept (the temporary loss of attributes), the implementation (reset to 1, loss of perks, etc.). My speculation is that they made the implementation extreme to gauge the response and adjust from there. The biggest flaw I see is the resetting of the intellect attribute. I can understand temporarily losing strength, fortitude, perception, and agility but the loss of the ability to craft tools/weapons seems a little too much to me. My guess is that the system will end up being a scaling loss of attribute points starting at 1 or similar.
But you can still craft tools if you need them. I keep some extra tools/weapons in a box for when this happens that gets me through the hour. But if need for the time being to make a stone axe, a club or such I can still do all that. It isn't stopping me from doing what i need to do. I use the time to my advantage. One might look at it one way and to me that is fine everyone has a opinion but I see it as another. This new system has not stopped me form playing at all and is has not made me feel I need to go afk. I don't get to play games in general especially this one as much as I used to and 1 hour is not that long of time imo.

 
Wow. People don't even understand the debuff yet but are still modding it out. Wonder how many unsuspecting players will be playing on servers that have mods to gamefeatures not yet fully understood.
Whether I understand it or not is irrelevant. What I do understand is that 60 minutes of nerfing for the new player is a game breaker. I'm betting that it gets changed in the next few releases, but until then I will continue to reduce it's duration. Those that are looking for a brutal challenging experience would probably not be happy playing on my server. I would suggest to them they go play somewhere else.

Like I said before, one of the really nice things about 7D2D is that you can modify the xml to give you the gameplay experience you want, not what others tell you that you should be having.

 
But you can still craft tools if you need them. I keep some extra tools/weapons in a box for when this happens that gets me through the hour. But if need for the time being to make a stone axe, a club or such I can still do all that. It isn't stopping me from doing what i need to do. I use the time to my advantage. One might look at it one way and to me that is fine everyone has a opinion but I see it as another. This new system has not stopped me form playing at all and is has not made me feel I need to go afk. I don't get to play games in general especially this one as much as I used to and 1 hour is not that long of time imo.
I haven't died yet but I also wouldn't go afk if I did. I would, however, adjust what I was going to do. I would avoid harvesting/mining and would go loot/kill zombies. In my opinion, the penalty could use some refining and I expect it will get it. I also think that losing the crafting perks is dumb. Overall, I think the biggest weakness of A17 is how strongly it encourages you to go kill zombies. In A16 you could ignore the zombies if you wanted to. TBH, A16 probably went to far in this direction but A17 seems like an over-correction to me.

 
I haven't died yet but I also wouldn't go afk if I did. I would, however, adjust what I was going to do. I would avoid harvesting/mining and would go loot/kill zombies. In my opinion, the penalty could use some refining and I expect it will get it. I also think that losing the crafting perks is dumb. Overall, I think the biggest weakness of A17 is how strongly it encourages you to go kill zombies. In A16 you could ignore the zombies if you wanted to. TBH, A16 probably went to far in this direction but A17 seems like an over-correction to me.
Punching grass will get you xp faster than killing zombies... 10 xp per plant broken vs 700 xp per zombie. if you don't have a way to generate heat (or whatever it's called now) then you will easily be able to waste 70 plants in the time it takes to waste 1 zombie + time to find another one...

 
Punching grass will get you xp faster than killing zombies... 10 xp per plant broken vs 700 xp per zombie. if you don't have a way to generate heat (or whatever it's called now) then you will easily be able to waste 70 plants in the time it takes to waste 1 zombie + time to find another one...
I don't know about that. The xp for plant gathering and all is good, but even after just making a simple bow and arrow set, it would end up taking you much longer to punch 70 plants than it is for me to shoot 3 arrows into a zombie's head. Even melee kills are only a handful of strikes at first, doesn't take much to put them down.

Even if you account for the time difference between killing one zombie and moving to the next, that still seems a bit off. Not sure how everyone else is with zombie density, but i usually (while im just walking around) have at least 1 or 2 in visual range at all times. If the density is lower, and you're several minutes finding one, maybe. Even when i'm harvesting, i have to be pretty vigilant because they'll mosey on over to me because of super-hearing and senses lol.

Not saying that harvesting isn't good xp, because it certainly is, but not sure about the math here. Just my 2 cents.

 
We have zombies walk/run configurable.

We have zombie damage configurable.

We have loot respawn configurable.

We have loot abundance configurable.

Almost every part of this game which creates difficulty is configurable. Even the topics the devs have taken a strong public stance like gamma is configurable even though Madmole says that it should be played dark and moody.

Let's just make this configurable and then the question of game balance is taken care of. We don't need to dismiss the worthiness of our respective experiences or tell one another how to play the game 'right'.

It would be in the spirit of the game's design to let us play how we want to enjoy the game.

 
So in other words, you advocate for no consequences. Everyone I knew did this - no exceptions - because a free teleport and status reset > some max hp bonus. And I find it very hard to believe that someone who hadn't had a problem keeping their wellness up (which was not easy), has suddenly now a problem with the death penalty.
Why play with cheaters? Just because your friends are losers doesn't mean we need to arbitrarily cripple everyone.

 
When you die the penalty is way nuts. All it does is sets you up to die more and more and more. Also the stamina drains are way to much for this game. Every thing eats up stamina and it's hard to get off at the start.

 
@wordwaster

Even your own screenshot proves that the perks were not reset to zero, which is what I said.

 
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