PC Death penalty is too much!

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

Have you even tried it? That is how it already works.
You do not "lose all attributes" or "lose all progress". That's all hyperbole.

You cannot lose more than 1/2 of a maxed-for-your-level attribute.
my response

um...yeah, it will take you down to level 1 if you are at level 2. that is "all" progress.

No, it does not affect any of the early T1 perks.Hyperbole is ineffective if it can be fact-checked that easily.


you CAN lose all attributes. You CAN lose more than 1/2 your levels on attributes. you CAN apologize any time you'd like.

maybe i should have clarified that i was talking about attributes, but since level one isn't "all progress" for anything but attributes AND since you only specifically brought up attributes in the post i was quoting, i didn't think i had to.

but it doesn't change that you made false claims and then called me a liar for pointing it out.

oh and before you say "that isn't all progress because you still have a point in a perk"; i'll point out that if you put all your points into attributes and hadn't put any points in perks, it is entirely possible to lose literally all progress in the earliest stages of the game.

 
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Just watched a streamer, and that death penalty is way crazy.I don`t mind a penalty, but I think that 1 hour is a bit too much.

Maybe drop it too 15 minutes, and then add 15 per death. Also have an option, to make it more or less (Or none at all), or maybe link it too difficulty for those that want it.

I hope that this is something we can mod!!
I completely agree, I have been playing on the hardest difficulty since I first started playing this game years ago and I loved it, but with the addition of this debuff it makes it a waiting game just to get rid of it. You can't even spend time in your base crafting while waiting for the buff to go away since it lowers your crafting skill.

Please Fun Pimps, add the option to set how this debuff is applied in game.

 
Code:
<buff name="buffNearDeathTrauma" name_key="buffNearDeathTraumaName" description_key="buffNearDeathTraumaDesc" tooltip_key="buffNearDeathTraumaTooltip" icon="ui_game_symbol_near_death_trauma" icon_color="255,128,0" remove_on_death="false">
...set that last "false" to "true".

Should work, anyway.

 
What would be helpful is if there was a consumable that got rid of the debuff, like whiskey. make it very hard and time consuming to make, or expensive to buy. Because there are plenty of bull♥♥♥♥ ways to die in this game, like random unmarked radiation zones....

 
I feel like wood spikes do way too much damage to the player, i grazed one running past and went from 60 health to dead almost instantly.

 
You know, if the stat buffing drugs could work despite the death debuff, there would be no issues. Like if i was death debuffed for horde night, i would take steroids or vitimans and still be ok.

 
Eh, it kills pvp. I just got killed, took 30 minutes hunting down the guy bc stam regen went to crap, found him, and lost the gunfight even though I had the drop on him and emptied 3 sniper mags into him. So now there's no way to come back unless you just luck out and they get overrun by zombies. Until the admin of the server mods the debuff I'm just done with the game. Wanna kill off half your player base? Great way to do it right here.

 
The main reason streamers are dying a lot is that everyone is used to death being [EXPECTED IN NORMAL GAMEPLAY].

A tough penalty would be to make the xp loss permanent. Overly harsh would be automatically deleting your character.
Fixed that for you.

Also, someone get this boy a hardcore mode and a roll of sandpaper next to his toilet so he stops pooping in the public sandbox.

1 hour is too long, and it completely disrupts game flow. You can get level 20 by day 7 with some effort, and with dying on day 7 being almost inevitable (barring exceptional experience/luck), you are basically denied access to your entire perk tree for an entire gameplay cycle.

There's nothing that screams "game of the year material' like being sat down for a ♥♥♥♥♥♥♥ hour being treated like a child, completely incapable of using hard-earned perk points or progressing (at all) to prepare for the next horde night. Instead, you risk getting killed all over again like it was Day 1 and prolonging the trash-tier experience that won't let you play the **** game.

You don't get to pick the fights in this game. Zombies slink up behind you, You walk into a bar and end up in a ****fest with two zombie bears, or you take a walk in the forest and get eaten by a dozen dogs. Being dropped to level 1 basically is a massive game flow stopper. 15 minutes can be spent productively. A full day cycle in noob-mode accomplishes nothing and is neither satisfactory nor fun.

It's like if you got killed in Stardew Valley, and instead of waking up late in the day, you lost the whole day instead. Hope you weren't planning on doing anything!

 
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Eh, it kills pvp. I just got killed, took 30 minutes hunting down the guy bc stam regen went to crap, found him, and lost the gunfight even though I had the drop on him and emptied 3 sniper mags into him. So now there's no way to come back unless you just luck out and they get overrun by zombies. Until the admin of the server mods the debuff I'm just done with the game. Wanna kill off half your player base? Great way to do it right here.
That's why I mentioned very early in this thread that it should probably not take effect on PVP kills.

 
What would be helpful is if there was a consumable that got rid of the debuff, like whiskey. make it very hard and time consuming to make, or expensive to buy. Because there are plenty of bull♥♥♥♥ ways to die in this game, like random unmarked radiation zones....
Don't worry. It's coming. You'll have the luxury of paying $1 for it in the steam store any day now.

- - - Updated - - -

That's why I mentioned very early in this thread that it should probably not take effect on PVP kills.
Then please change it. Yesterday.

 
PvP needs an entirely different rule set.
Thanks to a17, we can make that happen.
It wouldn't if TFP were building an open world sandbox survival that was rich in experiences/player interaction/questing/things to do. Instead of adding more of those things for the last 18 months, they have spent most of their time rebuilding the game in an updated engine, passing off Madmole's ideas on how this game needs to be modelled after <insert aRPG>, and reworking passive things (guns/armor/loot tables) and calling it groundbreaking. The vehicles are welcome additions, but other than that, I would say the rest of it is either unwelcome modifications or fake news.

My main gripe is that it appears re-adding the land claim blocks are a DLL required change. That has very real, and very devastating consequences for anyone that plays on multiplayer servers (PVE or PVP). We can't fix that.

The movement feels like you're walking in jello, which I don't think we can fix either.

We can remove all the other stuff they've added and rework the level gates, death penalty, buffs, debuffs, perks, attributes, and un-Madmole this game to make it enjoyable again.

As far as I was concerned, when Gazz said he was going to try and allow the player inflicted kills to not cause a death penalty, this thread was over (19 pages ago).

 
After dying on day 3 then surviving to day 18 and getting killed by some dogs I get this debuf. Says I have died to many times. :/

 
I was dying very often in the first few days, because it took me a while to figure out, that even simple bandages can repair you max health :D

Until now the death penalty is the only issue that really annoys me. I agree that it is good that we have a penalty. A friend of mine never cared about dying because of the lack of consequences, so clearly there should be some.

But if you die in the first days, I think the penalty is too much. It needs some balancing in my opinion. No too bad for low level players on the first few deaths, but increasing with your level and how often you die.

Another thing about the penalty lasting for one hour: There is a huge difference if you set daylength to 60 minutes or 120. If set to 60 minutes, the penalty lasts 2 days, if set to 120, the penalty lasts only half a day.

 
It may have been said, but maybe a death just drops the main 5 perk lvls by 1 (of course keeping it to where it locks out other perks if it required a higher base stat) and keep the penalty for 1 hour. But consecutive deaths while having the penalty would reset it to 1 hour and add another loss of stat lvls (so stack to 2, 3, etc.). That way it's not overly harsh, but keeps you on your toes still. Maybe keep it the same kind of death penalty the higher difficulty that is being played.

 
the bets part of this game is htta if you don't like something you can ask how to edit it :) I forget how but you can change the duration of the death debuff, change it to like 1 minute or something and that'll make it almost non-existant :)

 
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