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Báo cáo lỗi dịch thuật
At least it always gave you ample time to go get a sandwich!
Not really a cheat, but not gaining achievements for using an easy mode sounds fair. Achievements can be the rewards for playing "true mode" or in other words the devs preferred mode, and harder. If also this has some form of collectible cards, this too could be a thing one one only gets through playing on default settings or harder (if such a thing can be implemented). Some people care about achievements, some care about cards. There is also an aspect of obtaining a different ending in campaign mode, maybe, like some other games do.
If that was the case, then you'd also have to play only with vanilla subs and no mods, workshop mods and subs can easily alter the game difficulty.
But this system is a way to make it a really serious, slow paced game where everyone has a toolbelt and medic fatigues and plays super optimally because the alternative is not ever making any character progress.
It should just be an option in the lobby menu like the jovian radiation. I mean, my lobby is set to casual, the devs clearly recognize that many of their players want to play in a less serious way.
Just the other day we were in a really bad situation with a golden hammerhead in our blind spot constantly hitting us, with us stuck on the seabed, so I went out with a grenade launcher with one stun and a bunch of explosive grenades to kill it, not knowing that hammerheads were immune to stun. That would've been a really funny death if I didn't go from 100 weapons to 42 weapons, from 85 helm to 46 helm, from 35 medical to 6 medical.
I absolutely respect anyone who wants to play it that way, I mean no shade, but some of us want a casual, more jovial game, and there's no reason to prevent that from being an option.
I think it'd be best for there to just be a check box for losing all skills, and maybe (if it's left unchecked) an option to set percentage of skill loss on death. Like for my style of gameplay, losing 10-20% of skills gained would be fine. I just want to feel like the risk of death is sometimes worth it, whereas currently any situation where I'm likely to die is just absolutely not worth it at all, and to be avoided at all costs.
The loss of skills motivates you to play smart, not suicidal (if you do not lose anything, then you can not worry about anything and sacrifice yourself every time). The atmosphere of danger must not disappear.
Skill level has little effect on gameplay. Any character with starting skills normally performs his duties. Special conditions, such as the skill requirement for crafting an abyss suit, are rarely needed. One mechanic "homebody" will quickly develop this, make costumes, and then the skill is no longer needed and you can die.
Skills develop rapidly. Already by the middle of the game, you can have a maximum of 200 of your profile skill.
An accurate player who does not die and has a high level of skill will want to continue not to die and he will be valued a little higher than suicidal sailors.
What is the problem? Why do people want kindergarten conditions for themselves? I do not see any minuses and I see only pluses in such a policy of developers.
It seemed like the point of reaper's tax was to allow progressive character progression in campaign with percentage penalty to death, so if you choose to "Respawn with penalty" but still get a new character it seems you're worse off than if you just started a new character entirely. (Speaking of it would be a nice QOL change if the GUI allowed us to change our character to respawn as in the tab menu GUI - instead of having to disconnect and reconnect to do it in the lobby)
Its not about "The game is too hard" its about any rational person expecting game mechanics to function the way they are explained to them. If that is how the devs want to make respawns work ( Basically just the old way respawns worked ) then that is their choice to make - just get rid of the UI fluff involved and the blatantly-false explanation of the "respawn penalty" and reaper's tax and there'd be no issue.
I suppose the advantage of not making an entirely new character is that you do keep your talents (last time I looked).
Don't you keep talents and xp, but just lose skills? Reaper's Tax is an extra penalty in return for not creating a new character to lose all skills.
And in response to the others, once again.
Just because you don't like it, does not make it bad game design. My understanding is that Barotrauma was developed as a survival game, first and foremost. You had to survive the environment. The other players. The traitors. The monsters. Your own mistakes.
Everything else came after that.
Reaper's Tax is a bit of a nonsense now anyway since the captain can gain a talent that nullifies it for everyone (cigars).
Everything is optional, the game has mods.
mods break every update and this needs to be a default feature
Its counter-intuitive and unclear. Peace.