XP loss makes me want to stop playing.

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killbilly a écrit :
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mightymeowth a écrit :
Most dungeons and maps are designed exclusively to defeat certain build types, or push the player to their maximum.


are we playing the same game?


I have to right click real hard in some maps!
leeeeeeeeroy jeeeeenkins
A stranger like no otherther,
Faced the wall of the Umbra,

@Yastro
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richie01 a écrit :
The XP loss is so damn over the top.

I was having fun playing today, all of a sudden for the first time ever in the game I hit a mob that has reflect don't notice, die 3 times and wow there goes half an xp bar at level 61 that took about 1 hour to get gone in 15 seconds, CLOSE GAME, sigh.


I just can't play this game after loosing one hours xp in 15 seconds as much as I do love this game.


Play Hardcore, never deal with xp losses :D.
This game is not difficult at all on hardcore mode. The only way you are going to die is doing something extremely dumb.

On softcore mode you can literally run into piety attack her, die, go through your tp and repeat it 50 times until you win. Than you can join a ledge team and sit around leaching experience.
I agree op, it sucks, soft core should be exactly that.
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richie01 a écrit :
The XP loss is so damn over the top.

I was having fun playing today, all of a sudden for the first time ever in the game I hit a mob that has reflect don't notice, die 3 times and wow there goes half an xp bar at level 61 that took about 1 hour to get gone in 15 seconds, CLOSE GAME, sigh.


I just can't play this game after loosing one hours xp in 15 seconds as much as I do love this game.


It's funny this is the initial post that has made such a huge topic.

The fact that he died to reflect 3 times before he noticed it was reflect killing him... Seems more like he needed to pay attention instead of mindlessly charging.
Dernière édition par kasub#2910, le 27 mars 2013 à 02:21:15
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kasub a écrit :
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richie01 a écrit :
The XP loss is so damn over the top.

I was having fun playing today, all of a sudden for the first time ever in the game I hit a mob that has reflect don't notice, die 3 times and wow there goes half an xp bar at level 61 that took about 1 hour to get gone in 15 seconds, CLOSE GAME, sigh.


I just can't play this game after loosing one hours xp in 15 seconds as much as I do love this game.


It's funny this is the initial post that has made such a huge topic.

The fact that he hit reflect 3 times before he noticed it was reflect killing him... Seems more like he needed to pay attention instead of keep mindlessly charging.


Its a game, and its softcore. Why should he have to do anything?


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ipuosittou a écrit :
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killbilly a écrit :
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mightymeowth a écrit :
Most dungeons and maps are designed exclusively to defeat certain build types, or push the player to their maximum.


are we playing the same game?


I have to right click real hard in some maps!

RSI is no joke.
IGN: NuzzyFipples
the people giving you crap obviously did not play diablo2, I also agree the xp loss is a joke, my lvl 68 takes forever to level because she dies because im not gonna use full effort for an mmo, I wanna be lazy, this isnt sc2 im not gonna crank out the APM lol
Replace xp loss with xp debt.


Someone may have already said that earlier in the thread. I said it myself in another thread in the Suggestions forum. But i'm going to elaborate on the idea here.

The function of xp loss is to punish poor play, and also to retard the character's progress. Xp debt accomplishes this same design goal without causing players to lose invested time.

GGG, please implement an xp debt system such that when the char dies, they incur a compounding 3% xp debt penalty. That is, each death that occurs before the previous death's debt is paid, is 3% higher than the previous debt (up to +15%):

Death 1 = +3% debt
Death 2 = +6% debt
Death 3 = +9% debt
Death 4 = +12% debt
Death 5 = +15% debt

Key points:
1. The total debt a character could carry at once would be capped at 45%.

2. The character would be unable to gain any xp until the debt is fully paid off. (It wouldn't be a reduced xp gain system, like City of Heroes did.)

3. Each death's debt is paid separately from the others.

4. Once 45% total debt has been paid, all remaining debt is cleared, and the character is given a five minute grace period during which no xp debt can be incurred. (This is basically a time to die for free as much as you want.)

5. After the grace period, or if the current debt is paid completely, the death count starts from the beginning.

6. Debt is paid from the bottom up (oldest to newest), not top down.

7. Each debt tier is a "death count", and once a count has been paid, it can be incurred again instead of a higher debt penalty.

8. Xp debt never expires. (So logging out and waiting won't clear it.)

9. There is no grace period given for paying off debt completely before reaching the 45% cap, but the game will track your character's lifetime debt and give you the five minute grace period at every 45% interval, regardless of when those intervals occur.

10. If there is a ladder in the game, a character of a given level will be ranked higher than all other characters of equal level who have more debt than he or she does.


And please make it this way for both Cruel and Merciless difficulties.


For example:
Bob the Witch dies once and must now pay off an amount of xp equal to 3% of his current level. He dies again immediately without gaining any xp. He must now pay off 9% (3% + 6%). He makes some progress and pays off the 3%, as well as 4% of the 6%, which gets his total debt down to 2%, but then he dies again. Because he already paid the 3% penalty, he's eligible for another +3% penalty - instead of the +9% he might have gotten otherwise - which puts him at 5% debt (2% + 3%). He pays 1% more but dies again. This puts him at the 'Death 3' count (+9%) because he hasn't paid off the previous two counts. He's now at three counts and 13% debt (1% + 3% + 9%). He pays off two more percent. This clears his 'Death 2' count (which had been 6%), and in the event that he dies again, he'll be eligible to recieve the 'Death 2' count (+6%) again instead of the 'Death 4' count (+12%) he might have gotten.



I believe that doing it this way will still punish zerging appropriately, while keeping the penalty relatively small for players who experience only occasional deaths.
My Proposed XP Debt System:
https://www.pathofexile.com/forum/view-thread/274946/page/19/#p3322199
http://www.pathofexile.com/forum/view-thread/325321/page/6/#p3461383

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