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Honestly you could argue this makes picking traits that increase skill gain more valuable since there's not point where they truly cap off and stop providing benefits. Still a good safety measure "just in case."
There are also actual perks which benefit from not dying. 75% is pretty harsh but keep in mind in singleplayer when somebody dies they lose 100% of skills and perks because they're ♥♥♥♥♥♥♥ dead. If you want to savescum it that's a legit choice I wouldn't look down on someone for it. I do it all the time in singleplayer. Sometimes I let people die because yeah I don't want to re-do an entire stressful mission.
People are replaceable even if they're vital, and I'd argue the most important reason to keep someone alive is perks not skills.
Makes it so you dont want to die and have to make smart decisions, think on the fly and be prepared for challenges? Its almost like it encourages you to play the game properly...?
So whats the downside?
I'd imagine this would be solved for all parties if server hosts could configure the penalty for dying, that way hardcore servers can stay hardcore and casual servers can actually have fun
Im sure you will still alive if your crew mates notice you blinking oxygen indicator and take of your suit for you.
Picking the right talent mitigate dying. And as mechanic you have no business having 100 skill level in other tree anyway.
Only people who want to 100 everything complain about this. And yea, new player will die often and every host need to remind them not to 100 every skill.
...and thus whenever one of us died we'd just end up restarting the round instead, lol. Nobody wanted to lose hours of skills gained throughout the campaign, gained without grinding for it too, when other players didn't, plus whereas most skills are "useless-useful" grade, stuff like Weapons making it impossible to use stuff like a HMG for the most part was annoying to lose, as an example.
Normally I wouldn't be a bítch about something like that, but eh. I'd rather not have to resort to a mod and instead have a server setting where you could adjust skill loss on death from 0% to 99% (with 100% = permadeath, make a new character) etc. The devs seem eerily strict about their vision for how the player should play the game, often not offering degrees of customisation that would really benefit everyone instead of some, it's a bit sad. I wish they'd make more stuff a sandbox setting.
Then everyone would be happy and nobody would be arguing over it!
Dark Souls was not, and is not, punishing to the player.
Edit: On top of that, it's extremely easy to die in Barotrauma. Sometimes even randomly.
I guess they are new to the game? If the game became too hard you can just use cheat code to spawn a bunch of books, Booster, save and restart the server without cheat. Bouncing back cant be more easier today than last year. And you can always use subeditor to customize your own sub.
This is all about experience with the game. You can easily spot newbie because they dont know what to do and try to max all their skill. Expert can solo tiger trasher many times over.