Just want to agree that one portal does not help you get better. You have no opportunity to face what killed you to do better or even to figure out what exactly killed you.
Yeah 6 portals might be overkill but at least agree that 1 is bad. How about 3?
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you promptly insulted us or ignored our examples or acted as if they were still our fault no matter the case, making you a contrarian and not an honest interlocutor.
Fallacies, false dichotomy, hasty generalization, non sequitor, strawman, red herring. Proof you can't argue in good faith.
You know, i just come here once in a while and play a game where i open 2-3 random posts to see if i see same pople there. And you are in all of them, every time :D Terminally online, so invested.
Yes, they are.
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Posté pardwqrf#0717le 28 janv. 2025 12:34:08
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You’re completely overlooking the point that constructive difficulty includes giving players the tools to understand why they failed. It’s not about making the game easier or reducing punishment, but about offering clearer feedback so players can adapt and improve, which is a fundamental aspect of constructive challenge. Without meaningful feedback, there’s no real way to learn from what went wrong, and that’s what makes the difficulty feel punitive rather than challenging.
As for the “some people can progress in it,” that’s irrelevant to the discussion. Just because some players can push through doesn’t mean the design is optimal or accessible. Just because a few players might adapt doesn’t mean the system isn’t flawed. The goal here is about making the game better, not just pointing fingers at people who struggle.
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You guys, the "oldschools" the "veterans" or as i say - stockholms can talk all you want. No matter what devs said a month ago. No matter what game was or is now. It will change for the people, and you will deal with it.
Yes, they might not change it in a way players say they want it, but it will become different and less punishing. It already did a little, and will more.
I am old-school and yeah it's obviously going to change. One Portal was poorly thought out.
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Let's respect the feedback that players are giving about this Early Access. It's not the job of OTHER players to say what the developers might or might not do.
Lets give the devs feedback and respect the different points of view. That's how players can influence the development until release, and sad to see posts like this try to influence something different.
Dernière édition par khf1#5455, le 28 janv. 2025 12:44:03
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Posté parkhf1#5455le 28 janv. 2025 12:37:41
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I am old-school and yeah it's obviously going to change. One Portal was poorly thought out.
Oh for sure. They even said that they considered to make it so the content on the map is saved after death but there is a problem with abusing such system. But simps decide to not hear that.
And to be honest, i see a lot of oldschool players having a sane opinon about the state of some mechanics and want to see game change for the better. Guess there are oldschools and there are stockholms.
[Removed by Support]
Dernière édition par CoryA_GGG#0000, le 28 janv. 2025 12:41:37
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Posté parMadSheo#0280le 28 janv. 2025 12:39:40
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i dont mind xp loss, never did. i think its healthy for the game and has to be in it.
but i rly dont like the whole 1 portal idea, thats only a consequence of some guy with the great idea of areas being reset on player death. its nothing but useless, has no benefit to the game.
loot is gone, map is gone, content is gone and on top you have to play the bare waystone with nothing in it again.
if i die and lose some xp, fine. at least i can go on having fun without reset or losing anything but xp.
but dying 1 time and all the fun is taken away from me? who thought that was a good idea? its not
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Posté parPl4t1numX#4325le 28 janv. 2025 12:39:42
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You’re completely overlooking the point that constructive difficulty includes giving players the tools to understand why they failed. It’s not about making the game easier or reducing punishment, but about offering clearer feedback so players can adapt and improve, which is a fundamental aspect of constructive challenge. Without meaningful feedback, there’s no real way to learn from what went wrong, and that’s what makes the difficulty feel punitive rather than challenging.
Failing to notice why and how you died is already a player's failure.
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As for the “some people can progress in it,” that’s irrelevant to the discussion. Just because some players can push through doesn’t mean the design is optimal or accessible. Just because a few players might adapt doesn’t mean the system isn’t flawed. The goal here is about making the game better, not just pointing fingers at people who struggle.
The endgame, and the end of the endgame aren't designed to be clearable content by everyone. It's meant to be a place for min-maxers to have a endless amount of content to grind through. It's not designed for casuals and people refusing to improve. There is the game for that, where you can already bash your head endlessly against the content and eventually go through without any relevant punishment.
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Posté pardwqrf#0717le 28 janv. 2025 12:42:39
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Failing to notice why and how you died is already a player's failure.
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In PoE 2, there isn’t an easy way to pinpoint exactly what killed you, especially in complex encounters or with certain mechanics. Without that feedback, it can be hard to learn from a death, leading to players feeling like they’re stuck in a cycle of repeated mistakes without a clear understanding of what went wrong. I’m all for the game being tough, but constructive difficulty means the player is given the tools to learn and improve, and right now, lacking in-depth death feedback feels like a major roadblock for that.
You mentioned providing feedback about how deaths happen, but in cases where the death isn't clearly tied to an obvious mechanic (or when the game doesn’t show us what happened), it’s tough to explain that in detail, let alone provide meaningful feedback to the developers. If I can’t identify the root cause, how can I give the devs specific feedback? That’s where the game design could improve—providing clearer indicators or ways to track what led to the death would help a lot.
I don’t think anyone’s asking for the difficulty to be dialed back or for a non-punitive experience. The goal here is to have a game where players can accept and learn from their failures, but to do so in a way that’s both fair and informative. It’s about helping players see where they went wrong in a way that’s actionable, so they can improve and adapt. That’s the balance that can make PoE2 even more engaging.
Let’s continue focusing on how game design can evolve to enhance this kind of feedback loop, so it’s not just about dying, but about better understanding how to survive and thrive in the game.
While we're also on it, your argument embodies: False Dichotomy, Lack of Empathy for Player Experience, Ignorance of Game Design Responsibility, Appeal to Personal Responsibility Without Context, Overlooking External Factors, Over-simplification of Player Learning and Unrealistic Expectation of Player Perfection, but you made clear that you can't understand any nuance.
Dernière édition par Z3RoNightMare#7140, le 28 janv. 2025 12:51:53
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Failing to notice why and how you died is already a player's failure.
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In PoE 2, there isn’t an easy way to pinpoint exactly what killed you, especially in complex encounters or with certain mechanics. Without that feedback, it can be hard to learn from a death, leading to players feeling like they’re stuck in a cycle of repeated mistakes without a clear understanding of what went wrong. I’m all for the game being tough, but constructive difficulty means the player is given the tools to learn and improve, and right now, lacking in-depth death feedback feels like a major roadblock for that.
You mentioned providing feedback about how deaths happen, but in cases where the death isn't clearly tied to an obvious mechanic (or when the game doesn’t show us what happened), it’s tough to explain that in detail, let alone provide meaningful feedback to the developers. If I can’t identify the root cause, how can I give the devs specific feedback? That’s where the game design could improve—providing clearer indicators or ways to track what led to the death would help a lot.
I don’t think anyone’s asking for the difficulty to be dialed back or for a non-punitive experience. The goal here is to have a game where players can accept and learn from their failures, but to do so in a way that’s both fair and informative. It’s about helping players see where they went wrong in a way that’s actionable, so they can improve and adapt. That’s the balance that can make PoE2 even more engaging.
Let’s continue focusing on how game design can evolve to enhance this kind of feedback loop, so it’s not just about dying, but about better understanding how to survive and thrive in the game.
While we're also on it, your argument embodies: False Dichotomy, Lack of Empathy for Player Experience, Ignorance of Game Design Responsibility, Appeal to Personal Responsibility Without Context, Overlooking External Factors, Over-simplification of Player Learning and Unrealistic Expectation of Player Perfection, but you made clear that you can't understand any nuance.
So, again "it's not my fault !" ?
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Posté pardwqrf#0717le 28 janv. 2025 12:56:21
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