I just solo’d a Level 3 meteor and won! And then, on my way back, I walked by a Spitter with a DMG upgrade, and right as I was about to kill him, my slingbow bugged again and wouldn’t fire for 3 seconds, and he hit me with the rapid’fire attack killing me, thus givin’ me a 7,000 experience penalty…
I’d rather we be able to choose a loss in durability, or a time based penalty, or somethin’. Let us at least choose pleeeease~~.
Right now half my deaths are from slingbow jams… ugh…
although i really feel your pain… it has happened to me too many times… i made a suggestion similar a few weeks back in the old universe… people said it would never happen (i asked for it to go back to what it was where our items would dmg instead… i got heavily trolled for it)
Although a choice would be awesome i doubt the devs would do it (even if they could) because where would the challenge be? Also how is the code going to give each player out of xx 100/1000s a list to choose from?
Just saying its not very likely at all (more chance of finding a wallet with a gold card and 5 mill )
Heavily trolled is not fair… but i did feel laughed at
ive also been thinking about the death penalty actually. A choice may be a valid option, the concern I have is about the danger to hunters over the dangers to every other profession. The odds of dying while crafting are pretty low unless you have an open floor plan and hoppers squatting in your machine room
It seems like I don’t often want to go out hunting due to the death penalty being fairly likely each hunt. I also, however don’t necessarily know the exp numbers for hunting vs other activities so it may be that hunting provides enough experience to account for this increase in danger.
Brews and food are also major aspects in the reason hunting can be dangerous and hard. it has to be in order for food crafting to be a viable activity
just kinda voicing thoughts here i agree some thought might be need to be applied to how death penalties work, but i’m always leaning against overcomplexity as well
(although lowkey the devs seem more than willing to do the complicated stuff too xD)
Here’s an idea, how about the only penalty for dying is respawning at your designated home location?
Honestly, the devs have a freaking fetish for “economies” if it isn’t the in-game trading system, the overly complex and restrictive skill-tree system, the “exchange.” For God’s sake, this game would be better if the devs got out of their own way.
This has led to the downfall of many games. Vocal minority’s and all. It feels like many suggestions made on here are shot down instantly, despite, if they’d been in the game from day 1, I feel like people wouldn’t have ever complained, ya know?
Not to say all my ideas, or all suggestions are good, or bad, or shot down.
It is true that many games have suffered from this, however a choice will make the game unfair, there has to be a balance, either a lower death penalty, 50% is way too much. Or maybe we have like 15% exp loss to gains for activities and like 10% loss to durability, something in between, or just go back to durability loss, I don’t recall people complaining about that before.
FYI the reason the slingbow bugs out is because you are spamming the fire button. We are fixing the issue but for now if you want to avoid the bug, try to only fire when the slingbow is ready. If it’s a super fast shooting slingbow I would recommend the rapid fire skill.
At the moment you get a 50% penalty on the next 10% xp needed to level up, meaning a 5% xp penalty in your level. This means that higher lvl characters have more to fear from death than lower levels, which imho scales well as you are expected to die less often at higher levels.
I feel its an improvement over the previous effective immortality, when you could throw your life away carelessly… gotta say (barring bugs causing deaths) i feel its quite fair as is
I think it’s actually a 10% total XP penalty - not just 5%. It feels quite harsh the higher you go since it takes quite a few minutes to get that amount of XP when playing normally (at least for me) - it’s not like you’re really getting more XP as you level later on.