7 Days to Die

7 Days to Die

Statistiken ansehen:
is there a limit of how many times you can die and respawn?
is there a limit of how many times you can respawn? And after do you then get a permadeath?
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Beiträge 115 von 21
No, a few babies cried about the wellness system and it got removed a while back.
There is almost no penalty for dying now. You lose stats for a small period and that's it.
Ursprünglich geschrieben von ChemicalBacon:
No, a few babies cried about the wellness system and it got removed a while back.
There is almost no penalty for dying now. You lose stats for a small period and that's it.

Yea, its a small punishment. And Im kinda embarrased to say I was on the fence for it to be reduced when it was first introduced, when it was 1h. 30min was a good compromise on paper, but somehow it feels "hollow"

The deal is, im all for being punished when you die. But the statreduction will in many cases effectively result in the player being prevented from playing the game, and I have strong doubts people load up a videogame to sit and wait for a detriment to wear of by itself -

That was one of the good things with the wellness. You took a hit to your tankyness but it could be grinded off by more game. The current punishment result in less game



Ursprünglich geschrieben von BubblestationCPH:
Ursprünglich geschrieben von ChemicalBacon:
No, a few babies cried about the wellness system and it got removed a while back.
There is almost no penalty for dying now. You lose stats for a small period and that's it.

Yea, its a small punishment. And Im kinda embarrased to say I was on the fence for it to be reduced when it was first introduced, when it was 1h. 30min was a good compromise on paper, but somehow it feels "hollow"

The deal is, im all for being punished when you die. But the statreduction will in many cases effectively result in the player being prevented from playing the game, and I have strong doubts people load up a videogame to sit and wait for a detriment to wear of by itself -

That was one of the good things with the wellness. You took a hit to your tankyness but it could be grinded off by more game. The current punishment result in less game
I just want the devs to stop accounting for the lowest denominator in this game and making it easier every patch with no option of going back.
Ursprünglich geschrieben von ChemicalBacon:

didnt they just add 100 different sliders to make things easier OR harder if thats what you like?

- Its not like it was hard to chum 5 Meatstews to get back on track
Nish-Ki 28. Feb. 2019 um 12:52 
I'm still experiencing issues with deaths,

-sometimes it leaves me with an eternal (Yellow Sickly man icon):
That one is bad and almost unplayable, since it randomly seems to knock a level off one of your skills. Have to restart to get it working again.

-sometimes it doesn't give me that reaper icon but the message about narrowly escaping still pops up.

Lots of bugs to fix but generally speaking death in this game isn't as punishable as before that's for sure. It better too since unreasonable deaths don't seem to hurt as much now :D
Zuletzt bearbeitet von Nish-Ki; 28. Feb. 2019 um 12:53
Ursprünglich geschrieben von BubblestationCPH:
Ursprünglich geschrieben von ChemicalBacon:

didnt they just add 100 different sliders to make things easier OR harder if thats what you like?

- Its not like it was hard to chum 5 Meatstews to get back on track
Some of which don't work and doesn't bring back features they've trashed in the past
The game is getting more customised but not harder.
Ursprünglich geschrieben von ChemicalBacon:
Ursprünglich geschrieben von BubblestationCPH:

didnt they just add 100 different sliders to make things easier OR harder if thats what you like?

- Its not like it was hard to chum 5 Meatstews to get back on track
Some of which don't work and doesn't bring back features they've trashed in the past
The game is getting more customised but not harder.

The features is still embeded in the codes, theyre a part of the engine untill someone manually removes them.

But im still not sure I understand where the hard part of eating 5 meatstews comes in

Ursprünglich geschrieben von BubblestationCPH:
Ursprünglich geschrieben von ChemicalBacon:
Some of which don't work and doesn't bring back features they've trashed in the past
The game is getting more customised but not harder.

The features is still embeded in the codes, theyre a part of the engine untill someone manually removes them.

But im still not sure I understand where the hard part of eating 5 meatstews comes in
I never said it was or was not hard. But what you said assumes you have the skills and the materials to do it.
But it's better than just sitting around and waiting for a tiny debuff to go away. There's no penalty for dying anymore. At least in the previous you had to expend resources to get back into shape. Now you just wait around.
Ursprünglich geschrieben von ChemicalBacon:
Ursprünglich geschrieben von BubblestationCPH:

The features is still embeded in the codes, theyre a part of the engine untill someone manually removes them.

But im still not sure I understand where the hard part of eating 5 meatstews comes in
I never said it was or was not hard. But what you said assumes you have the skills and the materials to do it.
But it's better than just sitting around and waiting for a tiny debuff to go away. There's no penalty for dying anymore. At least in the previous you had to expend resources to get back into shape. Now you just wait around.

Ah. yea, im not a fan of the current detriment. But my spidersense tingled when food consumption was connected to difficulty. There was something wrong in that assesment. You didnt say directly it was hard to eat food, but you did call the current system easier.
The old could be controlled by eating. Pretty simple and very very easy.

If anything, it has become harder this iteration
Ursprünglich geschrieben von BubblestationCPH:
Ursprünglich geschrieben von ChemicalBacon:
I never said it was or was not hard. But what you said assumes you have the skills and the materials to do it.
But it's better than just sitting around and waiting for a tiny debuff to go away. There's no penalty for dying anymore. At least in the previous you had to expend resources to get back into shape. Now you just wait around.

Ah. yea, im not a fan of the current detriment. But my spidersense tingled when food consumption was connected to difficulty. There was something wrong in that assesment. You didnt say directly it was hard to eat food, but you did call the current system easier.
The old could be controlled by eating. Pretty simple and very very easy.

If anything, it has become harder this iteration
I never did directly connect the two. What I was connecting is resource usage and it's links to dying. Food is a part of that, but also other resources such as fuel and time play a part.

Older versions;
Death --> lose wellness --> spend resources (time, items, etc.) --> get back wellness lost in step 2 - move on

Current version;
Death --> wait (resource = time) --> move on

In the older version i have to spend resources to get back to where I was. This version I don't spend anything apart from a small amount of time to get back to where I was.

Therefore, fewer resources spent, less punishment for failure
Ursprünglich geschrieben von ChemicalBacon:
Ursprünglich geschrieben von BubblestationCPH:

Ah. yea, im not a fan of the current detriment. But my spidersense tingled when food consumption was connected to difficulty. There was something wrong in that assesment. You didnt say directly it was hard to eat food, but you did call the current system easier.
The old could be controlled by eating. Pretty simple and very very easy.

If anything, it has become harder this iteration
I never did directly connect the two. What I was connecting is resource usage and it's links to dying. Food is a part of that, but also other resources such as fuel and time play a part.

Older versions;
Death --> lose wellness --> spend resources (time, items, etc.) --> get back wellness lost in step 2 - move on

Current version;
Death --> wait (resource = time) --> move on

In the older version i have to spend resources to get back to where I was. This version I don't spend anything apart from a small amount of time to get back to where I was.

Therefore, fewer resources spent, less punishment for failure

So.. Im lost now. Old was harder, new is easier. Now you say fewer resources spend is easier, where the old system was where you needed more resources to recover??

Im really confused
Ursprünglich geschrieben von BubblestationCPH:
Ursprünglich geschrieben von ChemicalBacon:
I never did directly connect the two. What I was connecting is resource usage and it's links to dying. Food is a part of that, but also other resources such as fuel and time play a part.

Older versions;
Death --> lose wellness --> spend resources (time, items, etc.) --> get back wellness lost in step 2 - move on

Current version;
Death --> wait (resource = time) --> move on

In the older version i have to spend resources to get back to where I was. This version I don't spend anything apart from a small amount of time to get back to where I was.

Therefore, fewer resources spent, less punishment for failure

Now you say fewer resources spend is easier
Where did you get that from?
I literally just said;
In the older version i have to spend resources to get back to where I was. This version I don't spend anything apart from a small amount of time to get back to where I was.
Ursprünglich geschrieben von ChemicalBacon:
I just want the devs to stop accounting for the lowest denominator in this game and making it easier every patch with no option of going back.


Ursprünglich geschrieben von ChemicalBacon:
The game is getting more customised but not harder.

Idk man

This clearly shows you think the old was harder if you ask me. Old was wehere you ate
Ursprünglich geschrieben von ChemicalBacon:

Therefore, fewer resources spent, less punishment for failure

While this shows you think that its easier if you dont burn resources

Nvm, seems like a misunderstanding. The old system was easy as eff and could be exploited like it was nothing
Ursprünglich geschrieben von BubblestationCPH:
Ursprünglich geschrieben von ChemicalBacon:
I just want the devs to stop accounting for the lowest denominator in this game and making it easier every patch with no option of going back.


Ursprünglich geschrieben von ChemicalBacon:
The game is getting more customised but not harder.

Idk man

This clearly shows you think the old was harder if you ask me. Old was wehere you ate
Ursprünglich geschrieben von ChemicalBacon:

Therefore, fewer resources spent, less punishment for failure

While this shows you think that its easier if you dont burn resources

Nvm, seems like a misunderstanding. The old system was easy as eff and could be exploited like it was nothing
I'm not sure if i'm getting trolled at this point or not.

Let me sum it up, because you clearly aren't reading anything i'm posting.
1) I think the old wellness system was harder
2) I think it was harder because you spent more time and resources to get back to your previous state before you died.
3) This is because in the current patch you can simply wait out the debuff which barely affects anything.
4) I hate this because there isn't an option to go back to the previous system, just more ways to customise zombie spawns and damage multipliers which aren't the problem here.

If you still don't understand this then god help you.
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Beiträge 115 von 21
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Geschrieben am: 28. Feb. 2019 um 11:25
Beiträge: 21