EXP penalty from death idea

Anecdote of today:

I was grinding EXP and met Zana, did her mission and proceeded to kill the map's boss, Shock and Horror.

I never had many issues with this one, and always killed it when I was lower level, running those maps. The fight is very chaotic but manageable. So I proceed to stand behind a pillar, gathering frenzy and endurance charges from spawns. Lightning warps start to rain on me so I move out to shoot the boss, one warp connects and I instantly die, them I barely notice from the edge of the screen that the boss has the green light from a tormented spirit.

There goes 10% EXP down the drain due to something I couldn't foresee. Stuff like this is what makes the penalty frustrating, there are many things one cannot see until it's too late.
I was doing a T9 map with -11 map resists. The map was tough but manageable since i am a ranger and i kill offscreen most of the mobs. Then i decided to open an unidentified strongbox. I did that and KABOOM ! i died instantly. Before i clicked on resurrect i barely noticed that the box had explodes nearby corpses mod on it. :)

I disagree with this idea i am a very bad player, i die to all kinds of things like unidentified strongboxes or corrupted blood ( because i play mostly with one hand :) ) and yet i am still almost level 92. A penalty on death is a good thing, i must admit that there are some people who are better than me and there should be a way to differentiate them from players like me - like for example they should reach lvl 100 long before me, or i will only be able to reach level 92 ( if i am lucky and i don`t die again soon :) ), until i learn how to play better.

"
Raudram a écrit :
Anecdote of today:

I was grinding EXP and met Zana, did her mission and proceeded to kill the map's boss, Shock and Horror.

I never had many issues with this one, and always killed it when I was lower level, running those maps. The fight is very chaotic but manageable. So I proceed to stand behind a pillar, gathering frenzy and endurance charges from spawns. Lightning warps start to rain on me so I move out to shoot the boss, one warp connects and I instantly die, them I barely notice from the edge of the screen that the boss has the green light from a tormented spirit.

There goes 10% EXP down the drain due to something I couldn't foresee. Stuff like this is what makes the penalty frustrating, there are many things one cannot see until it's too late.


I actually leld a little in RL, when I was reading the Tormented Spirit part. You could foresee that - just run to the boss and see if he hasn't got any additional passengers with him, next time. :D He only stacks totems after a time - not instantly.
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
@OP

I don't think people really think logically when making this suggestion.

The vast majority of deaths are recoverable. The top two causes of death (in order) are player execution error and connection-related issues; in neither case is corpse retrieval anywhere near difficult. Players facing content so beyond their capability that it will reliably kill them within seconds is a relatively rare occurrence outside of Jungle Valley maps.

So knowing that 90% of corpses would be retrieved, put yourself in the developers shoes. You want there to be a sizable XP penalty for death, even if players do recover their corpses (because "player execution error" is a MUCH better reason to penalize a player than "never played Jungle Valley map before," and you can't design around disconnects). So if you thought a flat 10% penalty was good, for corpse recovery you might make it 15% penalty per death but you get 40% of that back when you reclaim your corpse, for a net penalty of 9% for players who recover their corpses.

But then what does that really accomplish?
1. In those rare instances where players are just completely outclassed and unprepared, you're motivating them to ignore all rational thought and repeat the experience.
2. Players who experience long-term internet or power outages - or just need to go to work - are more severely punished.
3. (This could be seen as a positive:) instead of feeling defeated and maybe doing a temporary ragequit after making a silly player error - take a little break, eat some waffles, maybe post a QQ thread, etc - players feel motivated to stick the needle back in their arm and keep on truckin'.

To this I say: no. Although the part about less QQ threads would be nice.

Either that, or I could take OP's motives as completely disingenuous, and what he's really thinking is "I want a 5% or lower XP penalty instead of a 10% one because I don't want to be punished for my errors, and making my suggestion less direct and more complicated will make it appear less like simply wanting an easier game." In which case... hell no.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Dernière édition par ScrotieMcB#2697, le 15 avr. 2016 à 11:40:43
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Perq a écrit :
You could foresee that - just run to the boss and see if he hasn't got any additional passengers with him, next time. :D He only stacks totems after a time - not instantly.


And risk getting beamed?
"
Raudram a écrit :
"
Perq a écrit :
You could foresee that - just run to the boss and see if he hasn't got any additional passengers with him, next time. :D He only stacks totems after a time - not instantly.


And risk getting beamed?


Unless its -max it doesn't hurt "that bad" plus there are pillars all over to block the los.

Just dont stand in it for a very long time and you'll be fine.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Even without any damage mods and with maxed resistances plus 56% spell dodge, it burns through my HP in a couple of seconds and is entirely unavoidable other than hiding behind pillars, even after using blink arrow, it's still sticking to you.

Which I assume is the fight's mechanic, having to hug pillars and being very careful. Running straight in to facecheck if the boss has been possessed goes against that design.
Dernière édition par Raudram#2463, le 15 avr. 2016 à 15:40:03
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Raudram a écrit :
Even without any damage mods and with maxed resistances plus 56% spell dodge, it burns through my HP in a couple of seconds and is entirely unavoidable other han hiding behind pillars, even after using blink arrow, it's still sticking to you.

Which I assume is the fight's mechanic, having to hug pillars and being very careful. Running straight in to facecheck if the boss has been possessed goes against that design.


I don't remember or not on that, but I think the laser is considered a DOT effect, which cannot be spell dodged, even though it is elemental damage.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
ScrotieMcB a écrit :
@OP

I don't think people really think logically when making this suggestion.

The vast majority of deaths are recoverable. The top two causes of death (in order) are player execution error and connection-related issues; in neither case is corpse retrieval anywhere near difficult. Players facing content so beyond their capability that it will reliably kill them within seconds is a relatively rare occurrence outside of Jungle Valley maps.

So knowing that 90% of corpses would be retrieved, put yourself in the developers shoes. You want there to be a sizable XP penalty for death, even if players do recover their corpses (because "player execution error" is a MUCH better reason to penalize a player than "never played Jungle Valley map before," and you can't design around disconnects). So if you thought a flat 10% penalty was good, for corpse recovery you might make it 15% penalty per death but you get 40% of that back when you reclaim your corpse, for a net penalty of 9% for players who recover their corpses.



I guess it depends on build but i never died to a Jungle Valley boss. The one in Torture Chamber is more scary for me and i usually avoid it. Not that i couldn`t kill her but from time to time i will die in there.

"
Raudram a écrit :
Even without any damage mods and with maxed resistances plus 56% spell dodge, it burns through my HP in a couple of seconds and is entirely unavoidable other han hiding behind pillars, even after using blink arrow, it's still sticking to you.

Which I assume is the fight's mechanic, having to hug pillars and being very careful. Running straight in to facecheck if the boss has been possessed goes against that design.


I see no problem in just avoiding the boss if you are unsure you can kill. If you can`t get closer and take a look at her, then don`t go there. You won`t miss too much anyway, it`s not like she drops something useful. I don`t go in there either.
For example, in the past, i had big problems with the couple of bosses in Village Ruins. Every time i tried to kill them, i died to that stupid Vaal rain of arrows rooster. First map i tried, he killed me like 4 times. So i learned my lesson and never tried it again...until this league where i can kill him offscreen.
Doesn't that lead back to the point though, that the game is telling you to skip content instead of trying it?

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