The 10% EXP penalty on death NEEDS TO GO

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Clocksimus a écrit :
Seriously, stuff like this has to stop. We all have a brain and it is beyond me how some people think(or not think?) it's okay to not use it. I mean, seriously. This is why hardcore players make fun of softcore players. You are complaining about losing 10% of a level. This is already as a "punishment" for death extremely lacking and you want it removed?

You are aware your hardcore brethren lose their entire character on death? That can amount to in some cases over 900 times your loss for a single death? You must consider all hardcore players clinically insane then I bet.

Suck up your meager 10% penalty and stop making your softcore community look stupid.


I am using my brain.

Which is why I have decided I'm not going to waste my time grinding the same experience points over and over because a lag spike decided to toss me backwards into an army of mobs.

That's not fun to me (which is why I play games). It's just annoying. And I don't play games to be annoyed and pissed off. I get enough of that already in life and I rather not add my leisure time to it as well.
Dernière édition par Berylstone#2209, le 25 mars 2014 à 10:13:31
The thing is : you want the death penalty to be equal to 0~20 mins of grinding a ( not really dangerous map ) ?
That's no consequent enough at all, on good builds one looses basically 2 hours of grinding not dangerous maps when dying. On more dangerous ones ( some of them being still pretty much sage ), it's more like ~30 mins.


So yeah, 1~2% is like nothing ( or at least not enough ), considering that you need ~20 mins in a level 71 map to do it ( not considering temp chain here, granted ).

The points has been made basically and we all have our own opinion on what is a good value for that if we need one, and I don't think that GGG believe that 1~2% is enough of a penalty.
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 :
The thing is : you want the death penalty to be equal to 0~20 mins of grinding a ( not really dangerous map ) ?
That's no consequent enough at all, on good builds one looses basically 2 hours of grinding not dangerous maps when dying. On more dangerous ones ( some of them being still pretty much sage ), it's more like ~30 mins.


So yeah, 1~2% is like nothing ( or at least not enough ), considering that you need ~20 mins in a level 71 map to do it ( not considering temp chain here, granted ).

The points has been made basically and we all have our own opinion on what is a good value for that if we need one, and I don't think that GGG believe that 1~2% is enough of a penalty.


I'm just using a level 70 map as an example.

The real issue isn't the time it takes to do a level 70 map. It's finding one. I said if higher level content was more accessible this wouldn't be quite the issue it is now. But sometimes maps hardly ever drop. So when you are lucky enough to get a few higher level ones, the last thing you want is to have them wasted because of a lag death.

And I know a 1 or 2% penality is not that excessive. I wouldn't call it nothing, but it's easily manageable. Which is exactly why I am advocating it.

When you consider the lag coupled with some of the crazy offense/mechanics on this game and rarity of high-level content, death should not be very punishing in my judgement. Because if it is, it has exactly the effect I have been talking about. Players will just start skipping content, and that harms the gameplay and over-all enjoyment of the game.

So I think losing 20 minutes of grinding on a rare map is plenty punishment enough.
Dernière édition par Berylstone#2209, le 25 mars 2014 à 10:35:35
I've always felt that the penalty should scale downward as you level up. To me it doesn't make sense for it to be more punishing to die at 85 than at 55. The pain of dying should be equal IMO regardless of level. That might mean that the XP loss needs to start off higher in order to make death more painful at lower levels but I would rather have that then lose what could be several days or even weeks worth of XP at higher levels for a casual player. That kind of shit is seriously demotivating. It's hard enough to get motivated to run maps over and over and over. I don't want it completely nerfed but it's unreasonable IMO to have the investment loss disparity between lower level XP loss and higher level XP loss be so dramatic.
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Berylstone a écrit :


Which is why I have decided I'm not going to waste my time grinding the same experience points over and over because a lag spike decided to toss me backwards into an army of mobs.



Blaming always lag and desync must be the actual fashion

ofc lag! there is no way my build could die without them cmon!
Agreeing with OP considering the state of the game as it is right now (desyncfest). Don't mind dying if I suck or just lost attention for a sec. I do mind when I do /oos after a death realizing I actually was in an obvious dangerous position :(

I'd say 2 things:

- Lower xp penalty as the sync code has not improved yet. Don't mind losing something when I die but heck not because of some netcode (and I won't change ISP for 1 game while every other online games I've played work just fine).

- Don't see what's the issue for players who are against it using some "scrubcore" argument... Let the noobs die in peace if that's what they want. Also keep in mind that Last season the hardcore community represented less than 10% of players.

Cheers
Ah, yes, while we're on desync, bugs and whatnot, anyone ever had a situation where your char refuses to use a skill? Mana full, using it on clear ground, everything looks fine but not getting even an animation so it can't be desync, other skills work but that single one won't work at all. Went to town, touched nothing, went back, skill works as normal, it was a totem.

Weird.
Wish the armchair developers would go back to developing armchairs.

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Mahesys a écrit :
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Berylstone a écrit :


Which is why I have decided I'm not going to waste my time grinding the same experience points over and over because a lag spike decided to toss me backwards into an army of mobs.



Blaming always lag and desync must be the actual fashion

ofc lag! there is no way my build could die without them cmon!


I never said I could never die without lag. I have died where lag wasn't to blame. Especially when doing content I'm unfamiliar with.

But the majority of my deaths have been due to lag. This is especially true on fights where its necessary to run around a lot to dodge things. Because my character often times just suddenly appears at another section of the map where it's not safe and bam, I am dead. It's bullshit.

So I can't help but blame lag. I'm not doing it because I'm trying to be fashionable. I'm doing it because most of the time I die it is to blame. And having so much of efforts go to waste over something like that is too frustrating for me to deal with on a video game.

Dernière édition par Berylstone#2209, le 25 mars 2014 à 15:01:16
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raics a écrit :
Ah, yes, while we're on desync, bugs and whatnot, anyone ever had a situation where your char refuses to use a skill? Mana full, using it on clear ground, everything looks fine but not getting even an animation so it can't be desync, other skills work but that single one won't work at all. Went to town, touched nothing, went back, skill works as normal, it was a totem.

Weird.


I've had plenty of stalls similar to what you describe where my character stops being responsive.
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raics a écrit :
Ah, yes, while we're on desync, bugs and whatnot, anyone ever had a situation where your char refuses to use a skill? Mana full, using it on clear ground, everything looks fine but not getting even an animation so it can't be desync, other skills work but that single one won't work at all. Went to town, touched nothing, went back, skill works as normal, it was a totem.

Weird.

It is the cause of much rage, yes :)
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