The 10% EXP penalty on death NEEDS TO GO

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Berylstone a écrit :
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Xendran a écrit :
Play D1
Then D2

Then come back and thank GGG for your 10% EXP penalty


I played both D1 and D2. Religiously. My paladin was actually ranked number1 on the eastern server for awhile, just to give you some idea of how much I played D2.

And here I still am, criticizing this very flawed and annoying mechanic.


I'm surprised it took you 7 pages to stop posting as much as you were, considering the downright childish posts against your ideas. It's feedback, and it should be taken as much, and you have a very good point in your original post, with it being so punishing it makes it so you don't do the content available. This is when it becomes a problem, people can disagree with your idea to make it a non-issue, but to strictly say "Get better," or "It's online, you're going to experience lag," aren't understanding your meaning. You should contact Chris or anyone who can make a difference about this issue, I think it's a valued idea.
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raics a écrit :
However, what I think would fit the game better is survival bonus from Sacred, the longer you stay alive the tougher enemies become and the better loot gets. Once you die you lose it all, it comes back reasonably fast in the beginning but later it gets slower so losses from accidental deaths can be somewhat reclaimed in reasonable amount of time, but the longer you play the more severe is the loss.

I do like that too!

I think the point is...
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raics a écrit :
Some penalty is fine but I feel the experience one is too oldfashioned and rigid, not much you can do with it except that revenge thingy.

...that some form of death penalty is integral to the game experience, but that a straight loss is uninspiring, and perhaps heralding from a time when technical limitations prevented much more. A little bit of modern design could very well improve this aspect of the game by making death penalty a more-engaging mechanic, while retaining the nature of its essence.

I am therefore in favor of this (edit: or some) change, otherwise unnecessary, solely by principle of encouraging greater immersion and a more inspiring psychological response.
Devolving Wilds
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Dernière édition par CanHasPants#3515, le 25 mars 2014 à 10:11:30
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SL4Y3R a écrit :
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Fusion_Power a écrit :
I'm for removing the penalty at least as long as the core game and Networking issues are not fixed. Penalty and such issues don#t fit together well.
And besides, so or so no "hardcore" gamer will touch softcore so it actualy don't need to care them if there is no penalty in softcore, but somehow they care, why?
Let's have a "casual" league in PoE, more players and the HC community still could stay in their leagues, there is no reason why both should not live happily side by side. ;)


This would be under the assumption that all SC players want no penalty. Which is simply not true.

I hope most of SC players don't want, and if, they could play Hardcore for the ultimate penalty. ;) Keep Softcore just Softcore for people who just want to kill some mobs.

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Real_Wolf a écrit :
The death penalty isthere to stop zerging. Unless you come up with some other way for death to be a negative thing, please stop trynig to remove the death penalty.

Death must be a negative thing. It must have some in game mechanic reinforce to you that it is negative. Otherwise portal gem + cast on death -> kill dom with a white glass dagger from the tidal island

Simple but surprisingly effective solution: no portals during boss fights! ;) Problem solved, at least for groups. Or even better, if portal back (solo play), Boss Fight starts again like the Bandit fights. So still no XP penalty (that's al lI want to avoid, not punishment in general) but still punishment for dying. Good luck with Atziri & Co. with only one try. ^^
This System works well in Diablo 3 by the way. I would accept every punishment as long as I don't loose my hard earned XP!

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Fusion_Power a écrit :

Simple but surprisingly effective solution: no portals during boss fights! ;) Problem solved, at least for groups. Or even better, if portal back (solo play), Boss Fight starts again like the Bandit fights.

That would only 'solve' the problem for bosses, there need to be a penalty in other areas also.
I would like to have no-portal in boss rooms, but some bosses have definitely been designed around the fact that one can use portals, so it would need some re-designing.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Fruz a écrit :
I would like to have no-portal in boss rooms, but some bosses have definitely been designed around the fact that one can use portals, so it would need some re-designing.

Just to reinforce this point, the devs have explicitly stated that some bosses are designed as they are because portal spam is possible. Without it, they feel they would have to tone bosses down, which would make them far less interesting.

No portals is not a solution.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
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Nothing stupid about it. Just you, stubbornly Claiming that it is.

Which is: your problem.
Which isn't: My fault.

Why is it very stupid?

You actually present 0 arguments. You just sit in your "cry like a lil' bitch corner" and claim that we're all stupid for not being able to grasp the problem.

How would 1% prevent people from doing stupid shit? 1% is nothing. Why would there not be a penalty for dying? You lose 10% xp, not 15%, not 20%, you don't have to pay any orbs in order to regain your items/stats, you don't have to level up a new character etc.

Can you actually present some quality alternatives and convince me (and everyone else) otherwise? So far you're doing a piss poor job.

And besides, it's not as if PoE's "Unique" regarding this. XP Loss, AS I WROTE, is very Common.

So, yeah, unless i see some quality suggestions on how GGG should present a Penalty for DYING in Scrubcore, you're stamped as the crying lil bitch.



I'll try this once again with you and try to explain why I said your argument was stupid since this thread is still active.

You say that losing 1 or 2% experience (as I suggested as an alternative) when you die is nothing and will enable the person to roflocopter their way through the game. This makes no sense. And this is why:

As I pointed out, I barely get even 1% experience from doing an entire level 71 map. So if a player was to simply roflocopter his way through a level not caring if he/she died with even a 1% experience penalty, that player would likely never level. So in other words, your argument makes no sense and does not reflect the reality. It would still be plenty of punishment to prevent suicidal players from leveling up at higher levels. And death would still be sufficiently punishing enough that players would wish to avoid it.

The problem with the 10% experience loss as I (and others) have pointed out is it too punishing to justify the risks in doing content where death is a possibility. Why risk fighting a boss where a random lag spike may kill you if it means losing days of work for what will most likely be a lot of vendor trash? The simple answer is, it isn't.

It's just a flaw in the game design. And I imagine most players just end up playing it safe until they level like I do.. And pointing that out doesn't mean I am crying like a lil bitch. I am just trying to improve this game, and make it less tedious and more exciting at higher levels.

Dernière édition par Berylstone#2209, le 25 mars 2014 à 10:41:25
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Berylstone a écrit :
The problem with the 10% experience loss as I (and others) have pointed out is it too punishing to justify the risks in doing content where death is a possibility. Why risk fighting a boss where a random lag spike may kill you if it means losing days of work for what will most likely be a lot of vendor trash? The simple answer is, it isn't.

Provided this is the case, then I suggest the issue is more about inadequate rewards, rather than excessive penalties.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
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Berylstone a écrit :
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Nothing stupid about it. Just you, stubbornly Claiming that it is.

Which is: your problem.
Which isn't: My fault.

Why is it very stupid?

You actually present 0 arguments. You just sit in your "cry like a lil' bitch corner" and claim that we're all stupid for not being able to grasp the problem.

How would 1% prevent people from doing stupid shit? 1% is nothing. Why would there not be a penalty for dying? You lose 10% xp, not 15%, not 20%, you don't have to pay any orbs in order to regain your items/stats, you don't have to level up a new character etc.

Can you actually present some quality alternatives and convince me (and everyone else) otherwise? So far you're doing a piss poor job.

And besides, it's not as if PoE's "Unique" regarding this. XP Loss, AS I WROTE, is very Common.

So, yeah, unless i see some quality suggestions on how GGG should present a Penalty for DYING in Scrubcore, you're stamped as the crying lil bitch.


The problem with the 10% experience loss as I (and others) have pointed out is it too punishing to justify the risks in doing content where death is a possibility. Why risk fighting a boss where a random lag spike may kill you if it means losing days of work for what will most likely be a lot of vendor trash? The simple answer is, it isn't.

It's just a flaw in the game design. And I imagine most players just end up playing it safe until they level like I do.. And pointing that out doesn't mean I am crying like a lil bitch. I am just trying to improve this game, and make it less tedious and more exciting at higher levels.



I agree,

Which is why i am still waiting for you to present some other alternatives for me to support. I've praised several suggestions made in the Thread, and i'm still waiting for yours.

My core point to it all is that death should be something with impact, to scare away stupid ideas and tactics. And i firmly believe that the 10% is "good enough", because more would be overkill and less would probably be an acceptable loss and not ensuring that players try to avoid death. Granted, that's IMO.

But yeah, i guess you're right - it is pointless to attempt certain parts of the game if the risk/reward scale isn't balanced. No arguing there

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Dernière édition par Cergic#6625, le 25 mars 2014 à 10:49:07
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CanHasPants a écrit :
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Berylstone a écrit :
The problem with the 10% experience loss as I (and others) have pointed out is it too punishing to justify the risks in doing content where death is a possibility. Why risk fighting a boss where a random lag spike may kill you if it means losing days of work for what will most likely be a lot of vendor trash? The simple answer is, it isn't.

Provided this is the case, then I suggest the issue is more about inadequate rewards, rather than excessive penalties.


It's a mixture of different things. This game has atrocious lag, which is a huge factor. Scarce high-level content is another.

Reducing the EXP penalty would just be a simple way to make all of these factors more bearable.
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Cergic a écrit :
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Berylstone a écrit :
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Nothing stupid about it. Just you, stubbornly Claiming that it is.

Which is: your problem.
Which isn't: My fault.

Why is it very stupid?

You actually present 0 arguments. You just sit in your "cry like a lil' bitch corner" and claim that we're all stupid for not being able to grasp the problem.

How would 1% prevent people from doing stupid shit? 1% is nothing. Why would there not be a penalty for dying? You lose 10% xp, not 15%, not 20%, you don't have to pay any orbs in order to regain your items/stats, you don't have to level up a new character etc.

Can you actually present some quality alternatives and convince me (and everyone else) otherwise? So far you're doing a piss poor job.

And besides, it's not as if PoE's "Unique" regarding this. XP Loss, AS I WROTE, is very Common.

So, yeah, unless i see some quality suggestions on how GGG should present a Penalty for DYING in Scrubcore, you're stamped as the crying lil bitch.


The problem with the 10% experience loss as I (and others) have pointed out is it too punishing to justify the risks in doing content where death is a possibility. Why risk fighting a boss where a random lag spike may kill you if it means losing days of work for what will most likely be a lot of vendor trash? The simple answer is, it isn't.

It's just a flaw in the game design. And I imagine most players just end up playing it safe until they level like I do.. And pointing that out doesn't mean I am crying like a lil bitch. I am just trying to improve this game, and make it less tedious and more exciting at higher levels.



I agree,

Which is why i am still waiting for you to present some other alternatives for me to support. I've praised several suggestions made in the Thread, and i'm still waiting for yours.

My core point to it all is that death should be something with impact, to scare away stupid ideas and tactics. And i firmly believe that the 10% is "good enough", because more would be overkill and less would probably be an acceptable loss and not ensuring that players try to avoid death. Granted, that's IMO.

But yeah, i guess you're right - it is pointless to attempt certain parts of the game if the risk/reward scale isn't balanced. No arguing there



I gave my suggestions in my very first post. It wasn't particularly imaginative, but it would improve the game, at least for me.

We disagree that a 1 or 2% experience penalty is nothing at higher levels. And I think it would be sufficient and more reasonable given the risk/rewards you talk about. I might could swing 3%. But after that, I think it would start to become too excessive in this game's current environment to warrant the risks.

As I pointed out, doing an entire level 70 map would barely give me 1% experience. I say that to bring some perspective. Because 1 and 2% may sound like a low number. But on this game at higher levels it's really not, and it equals a lot of fighting.
Dernière édition par Berylstone#2209, le 25 mars 2014 à 11:04:08

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