stupid
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Makes sense, thank you.Disincentivize death as a means to instantly clear any annoying debuffs like broken legs or infection or to use death as a quick teleport.
Makes sense, thank you.Disincentivize death as a means to instantly clear any annoying debuffs like broken legs or infection or to use death as a quick teleport.
Using death as a teleport seems kinda.. counter-productive, when you drop your stuff and have to go all the way back to pick it up. I've never suicided to get rid of any negative condition in 7dtd ever. The corpse run back would bug me more than the condition usually.Disincentivize death as a means to instantly clear any annoying debuffs like broken legs or infection or to use death as a quick teleport.
Honestly there are alot of settings that should be in the options when you start/continue a new game that aren't for some odd reason, death penalty being one in a17, Drop nothing on death being another option in the drop on death setting thats missing. I'd also like a option to mute my player chars voices, those grunts when using power attacks and when hitting below half stam running really grate on my nerves. I don't wanna remove them entirely as the power attack sounds are there to make it so the zombies have a chance to hear you, I just wish there was a player sound effect slider that lets me turn it down.I chose, I don't like it, but I'll still play. It was frustrating in B197--the first death fed into a really nasty cycle of death, and I wasn't really having fun. In B199, I managed not to die at all in the 13 days I played so I didn't really notice.
I found it frustrating mainly because there's already a penalty for death: the risk of losing your backpack. I also think there's something fundamentally off about making the game much harder for the individuals already more likely to find the difficulty unmanageable--if you're dying that much, you're probably not very good. Increasing the difficulty for failure seems like a way to turn off less experienced players and make the game less accessible.
Though I would suggest instead of removing it, offer it as a game setting. Off, 10 minutes, 15 minutes, 30 minutes, 1 hour.
For many of the things I don't feel are perfect, I think would be best served by a game setting to let players tailor it to their style.
I think that's one of the most confusing aspects of the game, including the past couple alphas. I have a hard time figuring out if time units are in game-time, or real-world-time. I'd much prefer to see it shown in game-time since we're already tracking days and hours in game-time for other reasons.
I like these changes. But I wanna know exactly what the debuff is supposed to do. I was told it would lower some of our attributes. But I died one and lost every single attribute I had. I had 4 btw. Is that intended?Hi Guys,
We just a got a new build with an adjustment to the death penalty so that it only lasts 30 minutes instead of 60 minutes. In addition the despawn timer on the player backpack was increased from 20 minutes to 60 minutes which also relates to death. Now that people have had a full week with A17 lets weigh in on this change and see how people are feeling about it.
If nothing above really fits then please explain in the thread. Please keep things civil and calm.
When you first get it, this is on b199 values, its -5 to all stats, 2 minutes later (timer on buff hits 57 min) it is reduced to -2 to all stats, once it hits the halfway point, its reduced to -1. Unsure if this changed in b208, probally did with how its total duration is halfed.I like these changes. But I wanna know exactly what the debuff is supposed to do. I was told it would lower some of our attributes. But I died one and lost every single attribute I had. I had 4 btw. Is that intended?
Thanks man.When you first get it, this is on b199 values, its -5 to all stats, 2 minutes later (timer on buff hits 57 min) it is reduced to -2 to all stats, once it hits the halfway point, its reduced to -1. Unsure if this changed in b208, probally did with how its total duration is halfed.
No, I actually see this exploit (for once!): Set the game to "Drop toolbelt Only" on death. Range far away early game (before bike) looting, keep a couple of backpack slots open for what's in your toolbelt. Time to go home? Move your items from the toolbelt into the BP, and die. Poof, back to you early base, unload, and go off in some other direction.I voted for 15 mins. I hate corpse runs as it is, slapping something that makes my char about as useless as a wet noodle on top of the corpse run is not my idea of a fun time. Its mostly the loss of my crafting perks that bothers me, buddy and I had some.. feral issues in the shotgun messiah factory, was a platform with 10-15 of them all in a pile. Didn't even know they were there as you can't see them till you climb up the ladder, and when you climb the ladder its enough to wake half of them up. By the time the 60 min debuff was done, or just about done, we died again right after we got our stuff, so now thats been over 2 hours since I hit lv 20 to unlock forge that I been unable to craft it, I actually hit level 30 before the death debuff wore off.
Would be great if the buff could be changed to not debuff intel at least, so we can still craft all our stuff. I can deal with the other stats, but that intel part of it pretty much completly shuts me down.
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Using death as a teleport seems kinda.. counter-productive, when you drop your stuff and have to go all the way back to pick it up. I've never suicided to get rid of any negative condition in 7dtd ever. The corpse run back would bug me more than the condition usually.
Now THATS what I'm talking about!!a buff for every 7th day alive would be a nice incentive.
I agree Roland. Understand the VAST majority of players do not frequent this forum. Further, people who are intelligent, understand that this game is not finished. So after every new version there will be changes.I voted the penalty is fine for 30 minutes. I actually like the idea of the penalty and I like the vulnerability it reintroduces to a character. You have to be careful while "sick" to keep from dying again while weaker. I don't buy into the idea of going AFK or sitting in the base doing nothing waiting for the timer to empty just because your actions will be suboptimal during that time. Go out and do stuff while your weak. Knowing you are vulnerable and a dog pack could show up is what makes it scary. I would be perfectly happy with 60 minutes like it was but 30 is still a sting and makes others happy so cool.
You don't get death penalty below level 5.lets say you make a mistake at day 1 an die is it fair to get the death penalty ?
Yes to backpack, but it seems the newest patch fixed that. It is one hour now and only if you are near the bag!! So if you die far away from your respawn point you don't need to run out in haste, you don't have a huge disadvantage just because of the location of your deathI found it frustrating mainly because there's already a penalty for death: the risk of losing your backpack. I also think there's something fundamentally off about making the game much harder for the individuals already more likely to find the difficulty unmanageable--if you're dying that much, you're probably not very good. Increasing the difficulty for failure seems like a way to turn off less experienced players and make the game less accessible.
Because the character needs to regrow all their internal organs the zombies ate out of them. From the look of the "near death" scene anyway.I haven't experienced a death penalty yet, but from reading about it, my question is what is the purpose of the death penalty?
If ppl play on drop toolbelt only, then avoiding the corpse run is fairly easy. Either just click everything into your inventory, or only carry things on the tool belt you don't mind losing. And I agree, running back for the bag was/is my least favorite part of dying.Using death as a teleport seems kinda.. counter-productive, when you drop your stuff and have to go all the way back to pick it up. I've never suicided to get rid of any negative condition in 7dtd ever. The corpse run back would bug me more than the condition usually.