Ok, I understand what you say. Part of my response was general to this topic and not personally to you, I just responed to your comment. This happens because when I write something I always try think about how will people interpret it and how would they respond and then I try to cover all cases which I of course fail and also it adds more content
I was only thinking about dying for health when I approached a new boss the first time and I hate dying so otherwise I wouldnāt do it but someone would for sure but I still donāt think itās a big problem.
Same for dying for faster travel, itās something speedrunners will use
choosing to practice something that you are not good at and dying should be expected. And if you really want to practice you can single out a mob and just back off and heal if needed.
You might not understand why people do not like a death penalty, that does not mean other people donāt like, a lot of games have penalties to failing. A death penalty adds tension there is something on the line to lose. Most games have a fail state where either you lose rewards or lose progress by reverting to the last checkpoint.
Just play hardcore is not the solution, there is a huge difference between having something on the line and losing your whole character.
I work a 40 hours a week and 50 hours in busy weeks. So I donāt have much time either.
The " wasting time" thing, you are playing a videogame you are already wasting time.
And as I said before in the OP, I tested it, it took me 23 deaths to completely break my gear. And the cost was completely inconsequential. Even if you took max durablity damage of 10 every time, you would have to die 10 times every single fight to even feel something in terms of costs. most items sell between 20- 50 copper in the early game. And easily up to 2 silver in the lategame, so the cost is covered without any single issue.
So if you are dying 10+ times in every fight then maybe you should consider the game isnāt for you.
A death penalty should add some sting, there should be something on the line. Not too much but enough that a player actually wants to actively avoid dying as much as possible. Because a game with basically no fail state of penalty becomes mindless. Take Last Epoch for example, absolutely zero death penalty, and I was just rushing into things with zero thought because there is zero consequence.
Add this point I think the best solutions would be:
Scaling durability costs with gear lvl or player lvl, this allows for new players to get the hang of the game without too much punishment while having more tension later on.
Or adding the totem where players can choose in exchange for extra rewards.
For now death penalty is completely balanced. You must remember that itās not a copie of souls-like games.
It have difficulties, rewarding for skillup and total balance between assonfire and comfort gameplay.
We donāt know what will be next, what new challenges e.t.c but already someone trying to push hardcore to it.
Btw game now have own hardcore mod where it will be fully punished if character will die. Iām sure itās must be enough for players who looking for challenge.
First of all itās No rest for the Wicked game, not something else.
So trying to make this game not it self but another clone souls-like or arpg it mean to kill one of things for what we playing and loving this game.
Mob reset HP, you lose gear durability, you must run from the checkpoint - itās enough. As I said before: if you need more death punishment - you have hardcore mode where it will have maximum effect.
The game is great as it is now.
its early acess, a lot can change. (the whole attribute systems is going to be changed).
Again losing a whole character is totally different to having some consequence, there is a balance in that.
lost durability means nothing since it takes an extreme amount of deaths and the cost so small that it means nothing. So again if it means nothing why is it even in there?
Running from the checkpoint, of course you thatās a thing, where else should you respawn?
enemies regaining health is the absolute minimum even then, enemies donāt respawn. So you can just run in without though kill 1, die and respawn again to kill the other one.
Edit Also the question was asked a while ago on the discord, so a change in this is not out of the question, it might not be durability but it might be something else
What do you think of the suggestion I made about the possibility of losing random unequipped items from the backpack? And incluide lost-and-found house in the city where players can pay to recover their items like in Stardew Valley
I think it could work, I think loot loss is a nice death penalty. I actually had a system like this modded into skyrim.
The only problem I have is that it is quite easily cheesable, by constantly going back to town to immediately sell, so that would have to be solved.
Itās the same problem Thomas described in the interview with Zizaran on regaining health when interacting with a whisper. Players would kill 1 enemy if they take damage run back to the whisper and repeat.
The more punishment you will suggest and add in the game the less players will risk.
Just imagine how often player can die from falling, from random minor dmg tick. More punishment - less desire to risk. Nothing less nothing more.
Iām very glad that Devs decide current state of death penalty. But if you want suggestion, here is it: add custom settings to server where you can personally select of how big will be death penalty for your character.
Alternative solution for both sides of discussion.
Of course if we will not have official servers for cooperative game.