PC You can't say that this not purposefully punative.

The guy on the video reminded me of RongoTheBold on that one episode he did where he got owned by a hornet around 7 times in a row.

The difference is that Rongo laughed it out, as he knew it was his own fault for coming back to his packpack nonstop and getting killed because of that.

Here's the video, in case anyone wants to have a good time, and you can appreciate the difference with the other guy (the carnage starts at about 10 minutes):

 
for those that want it timestamp on video is 13:00 and he confirms he's a idiot at 18:00 and besides who has drop all on death option on? on a Experimental Build?.

The OP makes so many newbie mistakes its cringeworthy just watching this!. The Op is either (1) a very casual player (2) burnt out and looking for a reason not to play? (3) Got a agenda? People were warned not to play at their normal levels as the zombies had been ramped up eg better pathfinding etc.... My low level layout is stone axe,bow, Iron reinforced club, bandages,drinks and food plus any weapons I have ammo for?. If this had been me I would have got my stuff after the 1st death and looked for easier pickings elsewhere?. And before anyone accuses me of being a fanboi I hate that MM have removed our ability to make treehouse's completely I also dont like the fact that certain perks are level gated but thats the game atm IF you dont like it revert to playing A16 and maybe play one of the many good mods like undead legacy or war of the walkers? But I get the distinct impression that as a Youtuber your trying to cash in on the popularity of 7 days A17 release and get them views? But you probably haven't played in quite awhile and either cant or wont adapt to the new game mechanics and just having a female dog fit over having been made to look like a average player like the rest of us in front of your audience and are now throwing a millennial hissy fit over it?.

"i'm a superduper youtuber and can play any game at insane difficulty and still win it!" doesn't wash mate as others would say - Get Guud or as a friend of mine quotes "ALL YOU NEED IS SHIV!"

 
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(4) simply frustrated by the horrible game design that TFPs have implemented in their previous marble of a game.

Yes he did some mistakes. That does not negate his points. How is anyone STILL attacking him?

I mean seriously. A17 is a mess. And people who say "oh its just experimental" were probably the ppl saying "oh the Fallout 76 beta is just a beta! They will fix things before it goes live!"

Look. Its not that it is one or two bugs. It is the entire gamedesign behind A17:

harder, not better.

Yes it became harder. But not in a good way. As I have pointed out MULTIPLE times, there is a fine balance between world integrity/imersion, difficulty and counterplay.

They have thrown out integrity of the world (by levelgating and putting random zombies where they shouldnt be, just to surprise you) and immersion as well as counterplay (you often do not see those zombies until its too late. And no jumping/making noise will probably not be in there forever to bait them out beforehand (because it defeats the whole point of jumpscares/point for point exploration)

If the texture of a block is 100% the same with no borders or sign of destability, having that block break INSTANTLY (without creeking first) for you to fall into traps/death/harmful situation, that is lack of counterplay. If it cracks/looks like it but it is in a steel building (steel shouldn't be able to collapse in a few centuries) then it is bad worldbuilding. But most of the stuff is bad worldbuilding AND lack of counterplay (except for abusing bugs like jumping triggering all zombies in a poi), which has nothing to do with the quality of a player.

Imagine walking through the snow biome and instantly dying to a random landmine that is not part of some military camp or a last stand for a survivor. You have no way of seeing it (no counterplay) and it has no reason to be there. (hyperthetical example)

But it gives the illusion of difficulty. And that seems to be all TFPs care about.

 
What I would recommend to any poi explorer is to forget jumps altogether. They trigger all zeds around ya. What I have been doing this alpha is carrying ~200 wood with me all the time. To make ramp frames and ladders. This way you can navigate the poi without waking most of the zombies. Even power attack axe on the door wont wake them up. But a small fall from the table to the floor would wake up whole house. Pickaxe does wake up zeds tho.
See now this is the sort of thing that just baffles me how anybody could come up with a design like that. How is there any basis in any sort of physical world in which any of that makes sense? For example: I just jumped. There's people awake within 15 feet of me. No one heard it. I guess I could take an axe to my door or start attaching a ladder to the wall but I think we all know how that would go.

 
See now this is the sort of thing that just baffles me how anybody could come up with a design like that. How is there any basis in any sort of physical world in which any of that makes sense? For example: I just jumped. There's people awake within 15 feet of me. No one heard it. I guess I could take an axe to my door or start attaching a ladder to the wall but I think we all know how that would go.
Yeah, silly, People should be able to navigate high ground silently. Like you CAN stretch your leg higher, irl. Or even climb. But nope. Only forced jump, that wakes up whole house.

 
Imagine walking through the snow biome and instantly dying to a random landmine that is not part of some military camp or a last stand for a survivor. You have no way of seeing it (no counterplay) and it has no reason to be there. (hyperthetical example)But it gives the illusion of difficulty. And that seems to be all TFPs care about.
What about in the wasteland biome where I similarly have no way of seeing it? (Really happened.) Was I mad? Nah. I was more cautious from then on when walking through that biome.

 
If the texture of a block is 100% the same with no borders or sign of destability, having that block break INSTANTLY (without creeking first) for you to fall into traps/death/harmful situation, that is lack of counterplay. If it cracks/looks like it but it is in a steel building (steel shouldn't be able to collapse in a few centuries) then it is bad worldbuilding. But most of the stuff is bad worldbuilding AND lack of counterplay (except for abusing bugs like jumping triggering all zombies in a poi), which has nothing to do with the quality of a player.
I do agree with you on this point Viktoriusiii, any trap should have some visual (but subtle) clue as to its existence. Something that a cautious player should see, but a reckless one won't.

I do also agree that random, undetectable landmines, aren't are great idea, unless clearly isolated to specific areas where the player can "expect" to find them, and goes slowly accordingly.

My problem with the OP wasn't that he was saying some elements of A17.E could be improved, it was his rude, arrogant and accusatory attitude, and his assertion that A17.E was deliberately made to unfairly kill players.

 
I guess I'm late to the party and I read only the first two pages, but I watched the video, because I expected something really bad that warrants this thread. Bot wow am I disappointed. Not only made he tons of mistakes, it wasn't even a really difficult situation. It's as if he isn't even trying.

 
If the texture of a block is 100% the same with no borders or sign of destability, having that block break INSTANTLY (without creeking first) for you to fall into traps/death/harmful situation, that is lack of counterplay.
Yes, makes sense.

 
What about in the wasteland biome where I similarly have no way of seeing it? (Really happened.) Was I mad? Nah. I was more cautious from then on when walking through that biome.
Just because you now KNOW doesn't mean it makes sense or gives you counterplay. I was one of those ppl who advocated AGAINST landmines in the wasteland, as they have absolutely NO reason to be there, are extremely hard to see (lack of counterplay) and kill you immediatly if you aren't specked into health. Good for you that you found a way to mitigate bad worlddesign. That doesn't mean it should be in the game.

I do agree with you on this point Viktoriusiii, any trap should have some visual (but subtle) clue as to its existence. Something that a cautious player should see, but a reckless one won't.
I do also agree that random, undetectable landmines, aren't are great idea, unless clearly isolated to specific areas where the player can "expect" to find them, and goes slowly accordingly.

My problem with the OP wasn't that he was saying some elements of A17.E could be improved, it was his rude, arrogant and accusatory attitude, and his assertion that A17.E was deliberately made to unfairly kill players.
YEah. Visible AND make some sort of sense (like the military camps for example! There it makes sense!)

And sure he wasn't the nicest person. But I never look at how ppl say it but rather WHAT they say. Way more efficient way of discussing things ;)

 
So he is another one who can't fully grasp the meaning of an experimental or EA.
An experimental build is expected to have many issues, but I think his frustration is is coming from the fact that many of his issues stem from fundamental things like walking or melee combat. Maybe if melee combat was a new feature of A17 then we could slam him for not knowing what experimental means. But it's not. I think his expectation that melee combat would be smoother this far into development is not unreasonable. The "experimental" build should give a free pass on many issues, but it should only go so far.

 
I don't agree that the traps should be visible, what is the point of traps if you can see them? A sound clue on the other hand I agree with. Creaking floor that suggests you should be cautious would be a great addition. A simple clue but effective one, because you know something is rigged if you listen closely but you don't know what.

As far as the video goes, many things (other than the trap the first time) could have been avoided if he had played it smart.

 
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I watched parts of the video and man is that guy pretty horrible at the game. So many of his problems come from just not knowing the basics of how to survive. He kept going back again and again with the expectation that the game was just going to let him do whatever he wanted to. Like it was going to feel sorry for him and just let him have his stuff back as a pity gesture.

 
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