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If you're complaining about a death penalty after playing a game for a year; yeah you're a casual.
You don't drop items in story missions or challenge rooms *instances*.
There was "Casual" (standard) before
and Hardcore
Now there's Survival.
It's your Normal, hard, Permadeath choices.
If you don't like hard, go back to normal.
Another tip is... Don't friggin Die then. It's really weird that you want to die and not have consequences for it.
and plenty of games do that.
Some that Are similar to this.
Minecraft - You die, you drop your inventory. You've got an insanely small amount of time to get back to it or its gone. You drop the entire inventory, no matter the difficulty.
Terraria - Softcore, Mediumcore and Hardcore - > Softcore drops money, Medium drops items, Hardcore kills you dead.... (if I recall right)
Junk Jack (and JJX) Peaceful - no mobs, heavy regen, no death penalty
Easy - Weak mobs, stronger pc, regen, no death penalty
Normal - Drop items - Mob normal, pc normal, no regen, normal loot rarity
Hard - drop items and equipment (Armor) - Mobs are tougher, pc is weaker, no regen, higher loot chance
very hard - drop everything (inv, equip, quickslots) - Hordes of mobs, mobs are tougher, pc is weaker still, no regen, best drop chances
7 days to die - don't remember all the difficulty settings - Drop inventory, keep hotbar (I believe there was a choice to alternate those, and not have it drop anything at all as well, there was likely also a permakill feature)
Empyrion Galactic Survival (when I free-tested it during that weekend) Drop everything into a case that disappears at some point in time. you can respawn sorta close to your death location though.
Subnautica - Lose items you obtained since the last time you were in a base/ship (last I knew)
afaik these items are just /gone/ and don't drop but I can't sweat to that.
If you consider any game similar to DayZ to be "close enough" you drop pretty much everything there too, fairly certain Ark is that way as well.
You know something they all have in common though?
if you don't friggin die, Those penalties are never an issue
Seriously butthurt because the difficulty setting is called "casual".
lulz
In stardew valley you get it all.
Money loss by what is essentially starving and/or passing out
item loss (small) in early risk sections
Item loss (large) in medium risk sections
and potentially, every item can be dropped is massive risk sections.
They should change them to Infant, Baby, and Toddler.
if they called it normal/standard/classic/old - Survival/hard - and permadeath/hardcore - it'd be fine.
http://steamcommunity.com/sharedfiles/filedetails/?id=729439608
Alternatively if you've already started a survival character:
http://steamcommunity.com/sharedfiles/filedetails/?id=729746228
its not hard to die if youre careful or good at pve, last time i died its bc i miss dashed off a cliff, and that was entirely my fault.
dropping loot is a valid death penalty, makes it so i care if i die and be more careful.
just play casual if youre so worked up on it, on there you can do rash decisions and not get hurt
It took over a page of comments before someone worked out that "YOU WANT CASUAL" isn't the correct answer.
It is the correct answer. Difficulty modes are modes that affect difficulty, surprisingly. And difficulty in this game is measured by what happens when you, essentially, get a Game Over. In this case, it's items and their reobtainability. (And, I suppose, the presence of a secondary bar you have to fill which, let's be honest, is a trivial task In the first place. There's food everywhere. Everywhere.)
The risk of losing elements of your inventory is not inherently poor game design. Your mention of how it "actively discourages impulsive exploring" is true, but that's because there's a measure of risk involved. I fail to see how an element of risk in a game where one of many goals is to survive constitutes poor game design. I fail to see how "building boxes on platforms" -- also known as managing your inventory -- is inherently poor game design.
The game has risks, and the game has gratuitous options to modify those risks. You have complete agency over what risks you wish to take while playing this game. You can turn item drops on. You can turn them off. This option is not a mod -- it's built into the game.
Which brings me back to my original point -- In the examples you've provided, Casual Mode -is- the correct answer. If you don't enjoy the game's risks with regard to its definition of difficulty, they've provided you with rather generous settings to change your risk to an acceptable level.
And no, you haven't sufficiently proven why an element of risk is inherently poor game design.
Cheers.
Just because a feature has a consequence for dying doesn't mean it's a bad feature, especially when it's in the survival gamemode.