PC Death Penalty Poll

Death Penalty Poll

  • The penalty is fine. The 60 minute timer was best.

    Votes: 0 0.0%
  • The penalty is fine. The 30 minute timer is best.

    Votes: 0 0.0%
  • The penalty is fine but for no longer than 15 minutes.

    Votes: 0 0.0%
  • This penalty should be removed. I'll still play but it's not fun.

    Votes: 0 0.0%
  • I won't play the game with this penalty. I'll mod it out.

    Votes: 0 0.0%
  • I won't play the game with this penalty. I'll revert to A16

    Votes: 0 0.0%
  • I won't play the game with this penalty. I'll uninstall it.

    Votes: 0 0.0%
  • Other. Explain below.

    Votes: 0 0.0%

  • Total voters
    0
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.

- - - Updated - - -

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.

 
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.
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.

 
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.
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?

 
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?
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.

 
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.
Thanks man.

 
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.

- - - Updated - - -

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.
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 can see how some people would use that as an easy exploit to save return travel, in exchange for not using say 3-4BP Slots.

 
As I said in a few threads...

This timer is nice if:

- the penalty time would be related to the 24h-day time

If you play with 120min day time = penalty time 60min

If you play with 60min day time = penalty time 30min

Ps.would be cool to have a small chance to loose one level of a perk (randomly)

 
a buff for every 7th day alive would be a nice incentive.
Now THATS what I'm talking about!! :D

This would be a far better incentive for people to stay alive and not use death as a way to cheese the game :)

 
I voted other.

Why all the options in the poll are static numbers and not %?? I'd want the death penalty to be 12 in-game hours. That way it's based on length of day.

As a side note I would prefer if the death penalty didn't stack up upon multiple deaths but instead was adding time to the debuff you already have. That way if I die 3 times within 12 hours I get to live with the consequences for a little while longer but they aren't so intense that I just idle in the game while waiting for the debuff to go away.

 
I voted other.

I play dead is dead and have for at least a couple of years now(over 700 hours of playtime).

I would love to see an option added to increase the penalty to dead is dead for the times I host a multiplayer server.

 
the death penalty is fine around 30 to 45 minutes my problem is at what day it starts. lets say you make a mistake at day 1 an die is it fair to get the death penalty ?

 
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.
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 have owned a server for a few years now. Everyone that plays realizes the above and also likes the new changes. The game takes a little longer to get your character and skills leveled up which is a GREAT change. In previous versions you could become basically invincible way to quickly then it was boring.

 
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.
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 death

About dying often: Your game stage is lower after dying so that actually decreases the difficulty.

 
Voted -Other-

The 60min timer is fine imo.

If they want to remove it sooner, then have them complete a task to do so.

Give a personal fetch or dig quest that they can do, to obtain an item to remove it.

Heck, the item could be used to establish an in-game market on PvP servers.

Some players die > collect the item > let the timer run out > save the item and sell it to other players.

 
I haven't experienced a death penalty yet, but from reading about it, my question is what is the purpose of the death penalty?
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. :)

 
They lowered the death penalty and that is ok. If they take it below 30 minutes I will personally loose respect for TFP uninstall the game and walk away. This is a large community and those that are enjoying the game are not being heard. They are also the ones that love the new SURVIVAL aspect. Betting that only the ones that like their building sim or have little to no experience with this type of game maybe even play it like they do Call of Duty struggle. It is hard at first sure but once you try to LEARN how to do it becomes easy really fast.

Already know of one development team that is killing their game because the minority in the community have nothing better to do than complain. Even after the change still whinning in the Steam forums......though that is quite normal there.

I just hope that TFP remember this is a SURVIVAL game and we all bought it knowing what it was. It should be hard and if it is too hard for people then there are other games out there. Even perhaps change it so the death penalty and what not is nothing if you play at say level 2 but if you put the game on 4 or 5 it is still a thing to fear.

Again to TFP if you nerf difficulty any further I will simply walk away and I really believe many more will too. Complainers get heard but those happy with the game are not heard as we are playing.

 
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.
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.

I do think it would be nice if the death penalty didn't affect the items you could craft. If it's necessary to have a penalty there, longer crafting time would be my preference.

 
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