zombie4hire
Refugee
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.
Damn it, now you make me quote myself again and Lucky will post another gif to make fun of meDue 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.
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.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.
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.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.
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.This is why I want the option to easily remove this annoying penalty from the game.
I agree with you.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.
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.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.
If the people that matter don't care, then neither do I.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.
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?Disincentivize death as a means to instantly clear any annoying debuffs like broken legs or infection or to use death as a quick teleport.
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.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.
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.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.
Perfect !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 think it's completely reasonable to have no death penalty when killed by another player. Not everyone thinks so, though. =)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 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 wantThey 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 haven't seen anyone argue about it tbh. It makes sense to remove it for PvP deaths.I think it's completely reasonable to have no death penalty when killed by another player. Not everyone thinks so, though. =)
Whip up a quick death penalty modlet for PVP and post it.I think it's completely reasonable to have no death penalty when killed by another player. Not everyone thinks so, though. =)