If you want to keep losing players, keep 10% exp loss + on-death effects. GJ GGG

+1
+1
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HwtChirino#2462 a écrit :
Title says it all.

Even with Omen of Amelioration, your game design is annoying AF. Why do you have soooo fucking many on-death effects? I just got F'd by some sort of chain-reaction explosion I've never seen before from an essence mob.

Wow, good one, GGG.

,,|,,


They should at least add in "Revive Coins" like how the Chinese Client of the Game offers by Tencent.

Revive Coins – Allowing players to revive in place instead of having to restart maps, reducing frustration in tough encounters.

Revive coins: you may buy and spend these coins to revive in SC leagues to avoid XP loss up to level 95. The costs go up gradually, up to 4 coins per deaths at level 90+.

These coins are not very expensive and are often given as free gifts.


Revive Coin: https://pathofexile.fandom.com/wiki/Revive_Coin


They might also want to think about adding in QoL Features from Chinese PoE That Should Be Added to the International Version such as:

1. (Auction House/Trade Market) – A more streamlined, in-game trade system that reduces reliance on third-party websites.

2. Revive Coins – Allowing players to revive in place instead of having to restart maps, reducing frustration in tough encounters.

3. More Stash Space by Default – The China version provides more stash tabs without needing as many microtransactions.

4. Pet Auto-Item Pickup – Pets can automatically collect currency and basic items, reducing the need for manual looting.

5. Auto-Sort Stash Button – A single-click stash organization feature to quickly sort and arrange items.

6. VIP System – A battle pass-like system that provides QoL benefits without disrupting game balance.

7. Better Currency Stack Sizes – Increased stacking for currency items like Chaos Orbs, Exalted Orbs, etc., to free up inventory space.

8. Death Log (Death Recap System) – Provides a detailed breakdown of how you died, showing the final hits received, debuffs, mitigation details, and a timeline of incoming damage before death.

9. Auto-Identify Feature – Automatically identifies items when picked up, saving scrolls and time.

10. Improved UI & Minimap Enhancements – A cleaner, more detailed UI with better quest tracking and improved minimap clarity.

11. Daily Login Rewards – Small bonuses for logging in each day, such as currency shards or crafting materials.


Comparison of Quality-of-Life Features: Chinese PoE vs. International PoE:

https://dd.reddit.com/r/pathofexile/comments/ggv0d3/summarize_the_known_tencent_differences/
The worst is getting 1 shot by a Lightening shrine that crits you wile running up to claim it.. Why TF do shrines do damage to the player?? at lvl 94 that is hours of exp loss for what?? trying to claim a buff they put there for you??????
Ouch... that actualy hurt to hear. But totaly agree with you.

Xp loss shouldn't be a thing. What's the reason for not letting us be able to get to level 100 anyway? Challenge? Make paragorn point for that or whatever challenge level point you wanna call it, don't cut us out of the few remaining skills point that would help us (even if the power buff wouldn't be that much).
I don't mind the exp loss. But the on the death effects are badly implemented. Some of them are fine and work well but some make no sense. You could kill a enemy off-screen walk a few places and then ereuptly spontaneously combust. Because the enemy you killed off-screen had an on-death effect. And there was no indicator to tell you what you're walking into.
Dernière édition par Icesinnox#6517, le 8 févr. 2025 20:46:16
What about just keeping XP loss and one try per map, but letting the players choose the level of difficulty of the content they engage with, like let's say, something like Tiers going from, I dont know, maybe from 1 to 15 or something.

And if the players want, they could also, somehow, change the map parameters with like an item, let's call it a waystone, they could alter with currencies for crafting, and choose or not to run it. Ho yeah, that would be nice.

And after a time, people could also add more modifiers to the map they run by like running a special map like a tower and putting at the top another currency modified item, like a tablet or so, to add more challenges to the surrounding maps.

Ho yeah, so like that any players could adjust the difficulty of the content they run accordingly to their abilties, gear, and build. And with more risks will come more rewards, and with less risks will be less deaths.

Sounds nice.
Dernière édition par dwqrf#0717, le 8 févr. 2025 20:25:12
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dwqrf#0717 a écrit :
What about just keeping XP loss and one try per map, but letting the players choose the level of difficulty of the content they engage with, like let's say, something like Tiers going from, I dont know, maybe from 1 to 15 or something.

And if the players want, they could also, somehow, change the map parameters with like an item, let's call it a waystone, they could alter with currencies for crafting, and choose or not to run it. Ho yeah, that would be nice.

And after a time, people could also add more modifiers to the map they run by like running a special map like a tower and putting at the top another currency modified item, like a tablet or so, to add more challenges to the surrounding maps.

Ho yeah, so like that any players could adjust the difficulty of the content they run accordingly to their abilties, gear, and build. And with more risks will come more rewards, and with less risks will be less deaths.

Sounds nice.


It's so nonsensical how threatened people are about others disliking (this extreme penalty which spits on the time that players are spending & never getting back). Is it not enough to have leaderboards and hardcore mode to strive for to get that prestigious feeling?

It's as if they genuinely enjoy that others are losing the motivation to continue playing and supporting the game.
"
SpankyKong#9805 a écrit :


It's so nonsensical how threatened people are about others disliking (this extreme penalty which spits on the time that players are spending & never getting back). Is it not enough to have leaderboards and hardcore mode to strive for to get that prestigious feeling?

It's as if they genuinely enjoy that others are losing the motivation to continue playing and supporting the game.


In a game where you can choose the difficulty of the content you play, why do you engage with leaderboard and hardcore : elite content if it's too hard for you ? Why ?
"
dwqrf#0717 a écrit :
"
SpankyKong#9805 a écrit :


It's so nonsensical how threatened people are about others disliking (this extreme penalty which spits on the time that players are spending & never getting back). Is it not enough to have leaderboards and hardcore mode to strive for to get that prestigious feeling?

It's as if they genuinely enjoy that others are losing the motivation to continue playing and supporting the game.


In a game where you can choose the difficulty of the content you play, why do you engage with leaderboard and hardcore : elite content if it's too hard for you ? Why ?


I had to abandon (the diverse attack loop that existed during the campaign) in order to start succeeding at endgame, but I do fine with the content until some random one hit kill that sets me back severely.

I understand the one hit kill is kind of needed for the most extreme, unkillable top end players. I don't understand why people want to gatekeep level 100 so hard. I would have kept working on other classes and ascendencies n but why would I if the only thing waiting for me on the other side is literal wasted time?

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