One Death Maps is a monumental failure.

The argument that they don't want people intentionally dying as a farming strategy may be the laziest and most unimaginative reason for something like this that I have ever heard from a developer. This is not complicated. Here, let me solve it for you:

1. Do not allow mobs, or mechanics you have activated (breach, delirium, etc), to respawn when you die.

2. On death, player respawns in hideout, and 1 portal has closed. Heck, make it two portals, if you want to limit it to 3 tries. If going that route, may have to consider voluntary trips to hideout not costing you a portal, though this could be left as is if you want to make that decision matter. If so, each trip costs 2 portals - one on entry, one on exit.

3. When player re-enters the map after death, it respawns them at the last checkpoint.

4. Once all portals are gone, THEN map is bricked and waystones/keys are lost. Could leave the xp loss as is, so every death still punishes (though, I'm still not clear why that is a good thing).

Done. Easy. No abuse possible. Gives players an opportunity to still complete the content and not get so frustrated, while maintaining this quasi-hardcore feel that GGG seems to want in the softcore gameplay.
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Fae_Lyth#6750 a écrit :
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GnMQDMLmWZ#3336 a écrit :

Following the analogy, people are telling you the car has terrible handling and causes accidents and you're telling them to be better at driving. Not cool.


No, following the analogy, you know your car's alarms are blinking and instead of getting it checked, you're still driving, causing an accident, and then blaming the manufacturer.
Except in poe 2 he is actually the manufacturer of hes own car (build) so in fact he should be blaming himself.
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MrPedez#4934 a écrit :
Except in poe 2 he is actually the manufacturer of hes own car (build) so in fact he should be blaming himself.

Yeah, but instead of asphalt it's a dirt road, instead of road bumps it's holes filed with mines and people have the gals to blame the manufacturer for making sports cars instead of 4x4s.

Seriously, we don't need to dumb down the topic to 4th grade reading skills. I want to believe everyone here are adults and want to discuss the topic as such.
Dernière édition par Z3RoNightMare#7140, le 24 janv. 2025 10:53:58
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Fae_Lyth#6750 a écrit :

No, they aren't.


Yes, they are. 😅

There is no way a single player completed the campaign and got to the Atlas and did not learn how to do any of this:

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Fae_Lyth#6750 a écrit :

Seeing all these people not bothering to read tooltips, not bothering to orb bases, not bothering to check merchants, not bothering to use their orbs wisely, not bothering to upgrade their gear, not bothering to dodge AoEs / volatile plants / explosions...



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Fae_Lyth#6750 a écrit :

I'm starting to think all these "game too difficult" threads are bait.


No one is saying "game too difficult".

The complaint, 99% of the time, is that the death penalty is too punishing, especially given the buggy / incomplete state of the game.

Furthermore, the Atlas is not curated content, like the campaign; it's procedurally generated, which means there may be (actually, are) edge cases where there are combinations of affixes, and map layouts, and spawn locations which swing the difficulty of an encounter way above what should exist.


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Fae_Lyth#6750 a écrit :

Someone will eventually bite, tell them that the game isn't as difficult as they're claiming, and that their posts are unreasonable, so they can start arguing with them, because they enjoy arguing with people very much.


This describes pretty much all of the white knights on the forum. 😅
As said above, the game is 100% not "too difficult."

It is too punishing. These things are not the same.

I think the difficulty is just about right, tbh. A few overturned things here and there, but it is challenging enough to be engaging, and mostly feels like skill matters (though gear and build quality is still king, like any arpg).

But the punishment for dying is way too severe at the moment. It's unnecessary, and doesn't add anything but frustration to the game, particularly for new players and/or those that don't heavily engage in trade or (God forbid) are even SSF. I've yet to hear one cogent argument of why this is good. Not one. Including from Jonathan/GGG.

Adding a couple of portals to retry a map/instance (where nothing respawns to avoid abuse) seems like a pretty reasonable compromise. The portals are literally already there. Just let players use them after dying, and don't reset the instance. You run out of portals, you lose the map. I really don't understand why this is complicated, or in any way controversial.
Here to add my 2c that I'm done until one portal goes away.

As above, it's just too punishing and dying after killing Xesht, loot on the floor, to an ongoing attack, is just the nail in the coffin for me.

The game doesn't currently respect my time or effort, and is more than happy to dole out extreme punishment for a single misstep. This mechanic has to go. It adds nothing to the game but misery.
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dwqrf#0717 a écrit :
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FangSkyWolf#5479 a écrit :


Examples of what the player can do to prevent said deaths would be much more appreciated than.... don't die and git gud.....


Example of death detailling gear, tree, stats, map tier, modifiers, and attention span would also greatly help to pin point the issues.



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Neggad#2684 a écrit :
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dwqrf#0717 a écrit :


I don't think you understand what Hardcore is.


I know what it is and I know it's not exactly the same. I just mean, that the amount of time and investment needed to be able to juice your maps and not die is so high compared to if you are allowed to make a mistake or two per map.


Oh but you can do mistakes. You have a whole health pool of mistakes and flasks to use when doing to many of them.

Planning smartly is also encouraged ; omega juicing maps and dying in the highest tier of difficulty the game has to offer isn't an unexpected event.


Ha! That's pretty funny.. I do hope you're being sarcastic since this is a 1-shot death game for most players. It doesn't matter how much health you have, it doesn't matter how large your flasks are, it doesn't matter anything really.

Just a couple of days ago I was looting a pack of mobs, with nothing on the screen, my minions just standing around.. then I'm dead. No mobs, no explanation, just another lost map when I hardly get any - not to sustain current map level runs at least. My current sustain is to buy T1^3 maps and reforge when I have the coin.
Just another opinion for the pile.

The 1 death mechanic is terrible on its own IMO but completely ridiculous when you play with friends. This is a PvE ARPG. While I hate the 1 death, I can sort of deal with it solo as I grind my teeth and try not to rage at the BS deaths. Playing with friends and expecting THEM not to die with all the effects, cheap shots and blocking mechanics is just insane. It's extremely frustrating, deflating and sucks the fun out of the game for us.
if GGG doesnt act im betting the game reviews will start to tank. youtube videos then will be made and it will escalate VERY quickly.

helldivers 2 saw the same thing happen because the devs had there own vision how people should play. and they certainly have the right to do so. but they just might be seriously unprepared for the #$%^ storm that the internet can whip up.
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dmc9014#4875 a écrit :
if GGG doesnt act im betting the game reviews will start to tank. youtube videos then will be made and it will escalate VERY quickly.

helldivers 2 saw the same thing happen because the devs had there own vision how people should play. and they certainly have the right to do so. but they just might be seriously unprepared for the #$%^ storm that the internet can whip up.


*rubs hands together*

This is already entertaining to me.

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