10% xp penalty is far too frustrating

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DanielH#5404 a écrit :
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Inquisitor_Tyr#2394 a écrit :
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DanielH#5404 a écrit :
If someone wants a more brutal experience - give them "veteran mode" and let others have their casual mode.


I think you missed the Memo bro, the entirety of POE IS brutal mode.

Its complexity, challenge, and the adrenaline and dopamine that comes with it when you die right before hitting level, or hitting that mark as the case may be, are what make the experience memorable and worthwhile.


I am playing POE on and off for more than a decade. Times change. I don't think it's me who didn't get the memo of how games evolve.
XP penalty has nothing to do with the difficulty. This way of punishment ist just outdated.
I get my dopamine in Excel, calculating the best way through the skill tree. XP penalty is just unnecessary.
If my build doesn't work out, I see that because I am dying and can't do certain content.

An XP penalty is like elecro shocking my dog every single time he does something wrong. That just develops even more weird behaviour.


Skill debuff would be a better penalty anyway.
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Soop#0082 a écrit :

Skill debuff would be a better penalty anyway.


Or "taint" an item which makes you unable to have transmogs in that slot till it's "untainted"/cleansed by e.g. finishing a map.
I mean, even running back through a map to where you were killed could be punishment enough.
Dernière édition par DanielH#5404, le 18 déc. 2024 17:29:18
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DanielH#5404 a écrit :

I get my dopamine in Excel, calculating the best way through the skill tree. XP penalty is just unnecessary.
If my build doesn't work out, I see that because I am dying and can't do certain content.


Alright folks - the guy who gets his dopamine from excel thinks IN GAME penalites are too punishing.

Look, if you want to come play Eve Online with me, lmk. Its spreadsheets are top notch.
Dernière édition par Inquisitor_Tyr#2394, le 18 déc. 2024 17:30:17
50%reduced experience gain baseline.
Gain a stack of "1% increased experience gain" for every minute in combat up to 120%
lose all stacks on death. Problem solved
Farming salt on the forums since 2024
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50%reduced experience gain baseline.
Gain a stack of "1% increased experience gain" for every minute in combat up to 120%
lose all stacks on death. Problem solved


I actually really like that.
I think a lot of players see the lvl 100 as an achievement they get over more casual or less skilled players. Some sort of exclusive gg boyz club.

A lot of players are afraid of losing XP and wasting part of their time and therefore play too safe and too slow and end up getting bored and quitting the game. Without the penalty maybe they would be trying to kill harder bosses and be engaged longer in the game.

Also, in POE 1, people afraid of dying are just paying people to run the boss for them, feeding some economy based on third party tools. If I was profiting from that economy, I would be probably against the removal of XP penalty, because the same is coming to POE 2.
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Soop#0082 a écrit :
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50%reduced experience gain baseline.
Gain a stack of "1% increased experience gain" for every minute in combat up to 120%
lose all stacks on death. Problem solved


I actually really like that.


I mean, that took us like 3 minutes to come up with something more innovative than "lose character progression upon death".
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Brotie#3177 a écrit :
It's terrible, why in 2024 would you disrespect players so bad when that 10% could be an hour or more of their real life time, But like I dont delete my save file in single player games when i die or delete all my gear in wow, or uniinstall mods in warfraem etc. Like are pnuishing mechanices from the late 90's the "vision" that will see this game have 2k players in a year?


Yeah. The vision is a game where everything is meaningful instead of a D4 clone where you can just no-brain all the content, dont have to think, dont have to pay attention, and "everybody wins".

For example without XP loss level 100 means nothing. It completely takes away the reward people get from pushing maps after level 90 where dying becomes very punishing. Up until then you can easily get 5-20% per map depending on the content of the map.
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Vinsdvalh#0247 a écrit :
I think a lot of players see the lvl 100 as an achievement they get over more casual or less skilled players. Some sort of exclusive gg boyz club.

A lot of players are afraid of losing XP and wasting part of their time and therefore play too safe and too slow and end up getting bored and quitting the game. Without the penalty maybe they would be trying to kill harder bosses and be engaged longer in the game.

Also, in POE 1, people afraid of dying are just paying people to run the boss for them, feeding some economy based on third party tools. If I was profiting from that economy, I would be probably against the removal of XP penalty, because the same is coming to POE 2.


A lot of us don't have multiple hours a day to play, so dying can literally negate any progress we could make for the day/days. Which is very disincentivising.
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DanielH#5404 a écrit :
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Soop#0082 a écrit :
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50%reduced experience gain baseline.
Gain a stack of "1% increased experience gain" for every minute in combat up to 120%
lose all stacks on death. Problem solved


I actually really like that.


I mean, that took us like 3 minutes to come up with something more innovative than "lose character progression upon death".


But this doesnt solve anything. GGG wants to make leveling meaningful and wants to create a hard wall for people if they cannot do content. They dont want people to just brute force their way to level 100, dying over and over and over and over again with endless portals in maps. FFS POE 2 has really drawn in a lot of casual players. D4 already exists if you want to reach level 100 and literally feel nothing because its not an accomplishment and means absolutely nothing.

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