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 play dead is dead, so probably no matter to me. If I try to play after death then I want to be able to choose no penalty. Dying is enough already.

 
Due to my play style I didn't *need* any additional penalties to avoid the exploits Gazz was talking about. I avoided it because of the reasons I mentioned. Period. They were more than enough for me. You may or may not have the same reasons, which is fine. TFP decided to punish my playstyle for something somebody else allegedly did. And worst of all - with extra boredom, like there isn't enough of that already.

How widespread were those exploits? I've seen numerous videos by Z-Nation FFS - one of my favorite streamers - and I don't believe he did anything of sorts either. I've seen many other streams and I don't recall people saying 'damn, I broke my leg, let's die real quick'.

This whole "let's punish the majority for something the minority did" approach is getting old.
Damn it, now you make me quote myself again and Lucky will post another gif to make fun of me :p

The faster everyone understands that the game-imposed rules create gameplay and that "playing the way you enjoy" shouldn't be done using self-imposed rules that contradict those imposed by the game or the intended gameflow, the more substance will the conversations in this forum have.
But ignoring an exploit in a core mechanic is not a "playstyle", it is just a choice and not even a playstyle choice, but a meta choice. And you made the choice to do so - but that doesn't change the fact that it is still there. If any each of us had a unique "playstyle", as you call it, and the devs designed the game so that we chose what mechanic/rule to not exploit/use/ignore etc, we wouldn't really have a survival/TD/building/crafting game.

Do not confuse playstyle freedom with bad design/abstract rules and mechanics. Playstyle freedom is having ways to play differently under the mechanics/rules etc that the game offers, nothing more, nothing less.

These exploits were used by everyone I know or met in MP. No surprise there. It's just that some used them more than others. Only in PvP servers most players would care more about wellness because dying and dropping your items for other people to steal was a consequence. I'd agree if you are talking about PvP. A streamer is unlikely to do it for obvious reasons - streamers offer a show and a show with trivialized gameplay isn't much of a show.

And for your last sentence it's more like:

"Let's create more interesting gameplay for both the majority and the minority, even if the minority disagrees". A statement backed up by real numbers.

 
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Question: How exactly is the death penalty supposed to improve gameplay?

My experience goes like this: I died. My character was effectively reset to level 1 as every attribute was reduced to 1 with a duration of 1 hour (aka a full day/night cycle, though that is now cut in half). That eliminated my extra inventory space, my newly gained crafting skills, and my extra stamina (among other things).

I stopped playing and have not played again since the new experimental came out because I didn’t want to deal with starting over again.

From my point of view, the death penalty appears to designed to tell to me that I should just stop playing the game for half an hour after death. I cannot go get my backpack without being massively encumbered. I cannot stay at home and craft because my crafting skills have been taken away.

This is an incredibly frustrating way to penalize death.

This is why I want the option to easily remove this annoying penalty from the game.

 
From my point of view, the death penalty appears to designed to tell to me that I should just stop playing the game for half an hour after death. I cannot go get my backpack without being massively encumbered. I cannot stay at home and craft because my crafting skills have been taken away.
I agree encumbrance with death is problematic. Even if I was always asking for an encumbrance system, they should make one that doesn't make the player open his inventory to see how many slots he has left etc and doesn't make you re-arrange the inventory when dying, turning the lost slots into "take only" slots.

 
This is why I want the option to easily remove this annoying penalty from the game.
Ok, well, I'm going to labour the point here, but YOU DO have an option to EASILY remove the death penalty from the game.

Now, maybe the Pimps will put an In-game Options menu option for it, but even without that, you could edit one text file and reduce the penalty to 1 second in about 5 keystrokes.

I don't believe that can escape the adjective "easy" in any way. I'm happy to show you how to do it too, if you like.

 
Death penalty is a pointless exercise in my mind. To me your dead and start a new or you re-spawn and carry on and go and try collect your stuff.

 
Question: How exactly is the death penalty supposed to improve gameplay?
My experience goes like this: I died. My character was effectively reset to level 1 as every attribute was reduced to 1 with a duration of 1 hour (aka a full day/night cycle, though that is now cut in half). That eliminated my extra inventory space, my newly gained crafting skills, and my extra stamina (among other things).

I stopped playing and have not played again since the new experimental came out because I didn’t want to deal with starting over again.

From my point of view, the death penalty appears to designed to tell to me that I should just stop playing the game for half an hour after death. I cannot go get my backpack without being massively encumbered. I cannot stay at home and craft because my crafting skills have been taken away.

This is an incredibly frustrating way to penalize death.

This is why I want the option to easily remove this annoying penalty from the game.
I agree with you.

Easiest way to by pass it In game while playing single player. Enable cheats in main start menu, Then in game press F1 type "dm" enter then any time you wish to reset press "q" for god mode then "q" again to disable sorted

 
You had better believe that if the poll had overwhelming showed people liked the 60 minute debuff, Roland would be snipping and /TLDRing that straight to the TFP staff.
He probably already did with the 30 minute figure, which I call shenanigans on for the aforementioned reasons. I welcome the critiquing from Exx, but I believe Roland is playing fast and loose with this vote. It wouldn't surprise me if it was solicited by TFP for exactly the reason he stated, which was to see how many folks hate it enough to quit.
lol...nah.. These polls are just to spur conversation and let this community see how this community feels about different issues. This poll was never going to drive development. I've never sent one of our polls over to the devs. As you say, they are flawed and nonrepresentative of the whole player base. TFP wouldn't make decisions off of it either way. It was forum members asking me for this poll-- not TFP. You've said it yourself many times, if Joel likes it then it's in and if Joel doesn't like it it's out. Your best bet is that as he continues to play he decides that the buff is horrible and the most he can take of it is 10 minutes or he removes it completely. So far-- he still likes it.

Tell you what PooJam...how about you design a poll about the new perk system and level gates. See if you can come up with as fair a poll as possible despite your own bias and post the questions in this thread. I'll take them and create the next poll on the next issue. Then there will be no question in your mind that it is some shell game by TFP or me or anyone remotely friendly to said parties.

 
I would just love a simple slider put into the pre-game menu like other features such as day length, air drops etc.

You want the 60 minute debuff, have it, 30 minutes no issue, 10 minutes sure, don't want it at all turn the slider to 0 minutes.

That way everyone can play the game they want, the hardcore players still get the massive drawback of dying and the casuals like myself can either turn it off or leave it low.

My issue is I have with the current death system is I play with friends once a week for 3 hours (we are all over 30 have families and commitments), making one of the players feel useless for 1/3 of our total weekly game-time, just because they accidentally feel onto a spike trap or got swarmed by wolves feels really horrible.

It encourages us as a group to either mod it out or as some players have suggested just move on to another game we can play as a group that more casual friendly.

 
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lol...nah.. These polls are just to spur conversation and let this community see how this community feels about different issues. This poll was never going to drive development. I've never sent one of our polls over to the devs. As you say, they are flawed and nonrepresentative of the whole player base. TFP wouldn't make decisions off of it either way. It was forum members asking me for this poll-- not TFP. You've said it yourself many times, if Joel likes it then it's in and if Joel doesn't like it it's out. Your best bet is that as he continues to play he decides that the buff is horrible and the most he can take of it is 10 minutes or he removes it completely. So far-- he still likes it.
Tell you what PooJam...how about you design a poll about the new perk system and level gates. See if you can come up with as fair a poll as possible despite your own bias and post the questions in this thread. I'll take them and create the next poll on the next issue. Then there will be no question in your mind that it is some shell game by TFP or me or anyone remotely friendly to said parties.
If the people that matter don't care, then neither do I.

 
Disincentivize death as a means to instantly clear any annoying debuffs like broken legs or infection or to use death as a quick teleport.
Given the obnoxious comments that come later, I hope this doesn't sound too snarky, but... wouldn't the obvious solution be to retain debuffs after death and add the risk of acquiring disease after dying to discourage teleportation?

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.
Yeah, I think the list of options in the UI is a bit sparse. I probably wouldn't add a lot to that list--it wouldn't take too many to be overwhelming--but I generally agree with your list.

 
Ok, well, I'm going to labour the point here, but YOU DO have an option to EASILY remove the death penalty from the game.
Now, maybe the Pimps will put an In-game Options menu option for it, but even without that, you could edit one text file and reduce the penalty to 1 second in about 5 keystrokes.

I don't believe that can escape the adjective "easy" in any way. I'm happy to show you how to do it too, if you like.
Once again, modding has been a pain in the ass when we have tried to do it with our group game. I want an option to remove this lousy penalty when setting up the game, much like I set day length.

Alternately, TFP could try implementing a death penalty that doesn’t totally ruin the gameplay experience. Most games have a death penalty like XP debt or a resource cost for a reason - because punishing your players by making their character unable to do most fun or useful activities for 30 minutes is just about the worst possible gameplay that you can have as a death penalty.

 
People running dedicated servers are already editing an xml to set it up... what's one more? Also, there are two or three modlets already made, what's hard about dropping one into a mods folder and never looking back?

 
I'm worried about PvP, if someone kills you in PvP, the penalty means you likely can't even try to strike back to get your stuff back. I would remove the penalty if you are killed by another player and only have it for being killed by zombies or falls, etc.

 
I'm worried about PvP, if someone kills you in PvP, the penalty means you likely can't even try to strike back to get your stuff back. ...
Perfect !

If i shoot a player, i shoot him.

I completly dislike it when people respawn in PVP.

(This ability is the reason for so much senseless kill on sight)

 
I'm worried about PvP, if someone kills you in PvP, the penalty means you likely can't even try to strike back to get your stuff back. I would remove the penalty if you are killed by another player and only have it for being killed by zombies or falls, etc.
I think it's completely reasonable to have no death penalty when killed by another player. Not everyone thinks so, though. =)

 
They keep going up and it's exciting. I'm hopeful about the future. I was worried about all the talk before A17 dropped of people saying that it took too long and nobody was going to care about A17 at this point. People predicted low turnout because other AAA games were dropping.
The turnout has been great, the reviews have been mixed, but regardless more and more people through the weekend were playing 7 Days to Die. I'd like to think that was mostly trying out A17 but there is no way to know that for sure but interest in the game has not died out and despite the long development time more people than ever before have come back during the month of an experimental release. I'm interested to see the numbers this weekend.
I think that for devs it is very important to be continuous in ideas and move towards it step by step ... in the long term perspective it will attract more people than adjusting everything according to the current mood of the players. Players are humans, it is normal for them even don't understand what they want :) . For many people it may seem that "this, this, and this" would be better, easier, less stressful; however, after the implementation of this stuff the game suddenly (magically? Its psychology) becomes less interesting and people leave. People need a burden of restrictions to fight with their laziness, however, the real joy of the gaming process comes only when player has defeated the laziness, built some skills and achieved results he is proud of. And I believe in the current state 7DTD can give players that.

 
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I think it's completely reasonable to have no death penalty when killed by another player. Not everyone thinks so, though. =)
I haven't seen anyone argue about it tbh. It makes sense to remove it for PvP deaths.

 
I like for there to be a severe penalty to death that lasts at least half a game day. I'm not sure this penalty that exists now is the right one, though. Forgetting how to craft/do things just doesn't make sense to me. I'd rather see lost xp or something (no deleveling but maybe the next 30k xp you earn will get absorbed by the debuff), and/or a hit to max health/max stam/stam regen.

 
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