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No, it would not. The majority of players are not against the EXP loss because it's not affecting them in the way you might think.
The "softer-softcore version" would be a small community like Hardcore.
The majority of players aren't even playing anymore. People who are enjoying the XP loss on top of all the other punishments are factually in the minority.
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Posté parSpankyKong#9805le 9 févr. 2025 18:26:14
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No, it would not. The majority of players are not against the EXP loss because it's not affecting them in the way you might think.
The "softer-softcore version" would be a small community like Hardcore.
The majority of players aren't even playing anymore. People who are enjoying the XP loss on top of all the other punishments are factually in the minority.
Dude, stop it. If you know nothing about the PoE community just stay silent. Most ppl don't play 2 months in and PoE2 has less content atm than PoE1, so the majority of players are DONE until new content is added.
Stating your "facts" just makes you look like a fool when you cannot base them on anything with substance, especially when you argue against something hundreds of thousands player don't have an issue with over 10 years.
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I think most ppl dont really enjoy the mechanic as it is.
From my point of view the main issue of this concept is:
- it forces people to play differently
- it punishes casual play
- it punishes trying out your own builds and actually engaging with the game
- it punishes beeing bold
What it does:
- it makes ppl mainly play screen-wipe meta-builds that pretty much negate 90% of the games mechanics and skills
- it makes ppl leech on higher level players and even pay for those services with ihngame currency and worse
- it makes people actually think about if its even worth it to play a map or play MP with some random etc.
The least thing they should add is a Casual mode where you can neither gain nor loose XP - that way players could play more casual for fun and even better gear up to actually do more punishing content.
As it is now - i honestly dont want to play the game often. Even when i play lower Tier maps and get almost no XP there is still certain types of enemies with almost oneshot mechanics or barely visible deadly attacks etc. - especially with all the visual clutter. So even when you play a map that barely gives you XP you can loose 10% of a full 100% XP bar ...
Dernière édition par VanAsgard#4613, le 9 févr. 2025 18:50:11
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Posté parVanAsgard#4613le 9 févr. 2025 18:48:56
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I think most ppl dont really enjoy the mechanic as it is.
Dying isnt supposed to be enjoyable.
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From my point of view the main issue of this concept is:
- it forces people to play differently
- it punishes casual play
- it punishes trying out your own builds and actually engaging with the game
- it punishes beeing bold
What it does:
- it makes ppl mainly play screen-wipe meta-builds that pretty much negate 90% of the games mechanics and skills
- it makes ppl leech on higher level players and even pay for those services with ihngame currency and worse
- it makes people actually think about if its even worth it to play a map or play MP with some random etc.
Personal issues.
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The least thing they should add is a Casual mode where you can neither gain nor loose XP - that way players could play more casual for fun and even better gear up to actually do more punishing content.
Cant gain or loose.... So you permanently at level 1?
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As it is now - i honestly dont want to play the game often. Even when i play lower Tier maps and get almost no XP there is still certain types of enemies with almost oneshot mechanics or barely visible deadly attacks etc. - especially with all the visual clutter. So even when you play a map that barely gives you XP you can loose 10% of a full 100% XP bar ...
Then dont play. If you die 10 times in a single level that is a personal issue. Not the games fault.
Mash the clean
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I am willing to bet the vast majority of players who dislike the exp penalty and/or one-attempt maps don't dislike that there is a penalty, only the severity of the penalty. I posted this in another thread as a quick example of alternate ways they could maintain the current penalties while making them feel more fair and less severe and unrecoverable:
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They could use any of number of the following ideas (though most would require the "Reset" mechanic of mob respawn and floor wipe removed):
- Waystone de-levels a tier (Map level -1 in practice), but can be reactivated to reattempt without a reset that would wipe loot or incomplete mechanics; Using a new waystone resets the map and only retains any incomplete or map-wide mechanics (meaning killing a boss, activating Expedition detonator, entering Delirium mirror, or activating at least one breach/ritual altar removes those mechanics).
- Waystone loses one mod per death and becomes "bricked" (cannot add more mods) but can still be reactivated without a reset; Using a new waystone completely resets the map, retaining any incomplete mechanics.
- Currency to reactivate waystone, requiring more of said currency for each lost incomplete mechanic (required to restore Corrupted and Irradiated, but like the previous if you e.g. killed a boss you can't then restore the boss mech).
- Currency to reopen another portal of the same map without a map reset.
- Exp loss is only applied to exp gained in the map.
- Exp loss builds up a "debt" to a cap, perhaps 10%, perhaps more (maybe 25% of total level), but at a certain level of gain you can never zero out completely, only down to the Debt cap.
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I am willing to bet the vast majority of players who dislike the exp penalty and/or one-attempt maps don't dislike that there is a penalty, only the severity of the penalty. I posted this in another thread as a quick example of alternate ways they could maintain the current penalties while making them feel more fair and less severe and unrecoverable:
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They could use any of number of the following ideas (though most would require the "Reset" mechanic of mob respawn and floor wipe removed):
- Waystone de-levels a tier (Map level -1 in practice), but can be reactivated to reattempt without a reset that would wipe loot or incomplete mechanics; Using a new waystone resets the map and only retains any incomplete or map-wide mechanics (meaning killing a boss, activating Expedition detonator, entering Delirium mirror, or activating at least one breach/ritual altar removes those mechanics).
- Waystone loses one mod per death and becomes "bricked" (cannot add more mods) but can still be reactivated without a reset; Using a new waystone completely resets the map, retaining any incomplete mechanics.
- Currency to reactivate waystone, requiring more of said currency for each lost incomplete mechanic (required to restore Corrupted and Irradiated, but like the previous if you e.g. killed a boss you can't then restore the boss mech).
- Currency to reopen another portal of the same map without a map reset.
- Exp loss is only applied to exp gained in the map.
- Exp loss builds up a "debt" to a cap, perhaps 10%, perhaps more (maybe 25% of total level), but at a certain level of gain you can never zero out completely, only down to the Debt cap.
I'm willing to accept losing XP if it's limited to (XP earned in the map that I died in). I'm unwilling to accept losing (XP earned in maps that I've already beaten).
Dernière édition par SpankyKong#9805, le 9 févr. 2025 19:29:30
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Posté parSpankyKong#9805le 9 févr. 2025 19:29:04
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I am willing to bet the vast majority of players who dislike the exp penalty and/or one-attempt maps don't dislike that there is a penalty, only the severity of the penalty. I posted this in another thread as a quick example of alternate ways they could maintain the current penalties while making them feel more fair and less severe and unrecoverable:
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They could use any of number of the following ideas (though most would require the "Reset" mechanic of mob respawn and floor wipe removed):
- Waystone de-levels a tier (Map level -1 in practice), but can be reactivated to reattempt without a reset that would wipe loot or incomplete mechanics; Using a new waystone resets the map and only retains any incomplete or map-wide mechanics (meaning killing a boss, activating Expedition detonator, entering Delirium mirror, or activating at least one breach/ritual altar removes those mechanics).
- Waystone loses one mod per death and becomes "bricked" (cannot add more mods) but can still be reactivated without a reset; Using a new waystone completely resets the map, retaining any incomplete mechanics.
- Currency to reactivate waystone, requiring more of said currency for each lost incomplete mechanic (required to restore Corrupted and Irradiated, but like the previous if you e.g. killed a boss you can't then restore the boss mech).
- Currency to reopen another portal of the same map without a map reset.
- Exp loss is only applied to exp gained in the map.
- Exp loss builds up a "debt" to a cap, perhaps 10%, perhaps more (maybe 25% of total level), but at a certain level of gain you can never zero out completely, only down to the Debt cap.
I'm willing to accept losing XP if it's limited to (XP earned in the map that I died in). I'm unwilling to accept losing (XP earned in maps that I've already beaten).
Given GGG's track record, I'd sooner expect if they did cave and ease up exp penalty it would be a "debt" system. At least then it would be a cap on how much you can lose after you break past the cap's threshold in raw exp gained, and would strike me as a reasonable compromise. There really isn't a significant power gain you'll get out of those last 10 or so points, so it's sensible for them to want to treat 100 as a stretch goal, but yeah, the flat 10% every death feels hooooorrriiibbllleee once it starts taking 3-5 maps to even clear a single notch on the bar.
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I'm willing to accept losing XP if it's limited to (XP earned in the map that I died in). I'm unwilling to accept losing (XP earned in maps that I've already beaten).
This would technically make it less punishing the higher your level is.
If one map is 10% of your level at 80, but one map is 2% of your level at 90, you basically remove the punishment in 90+ and that's the opposite of the penalties function.
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Given GGG's track record, I'd sooner expect if they did cave and ease up exp penalty it would be a "debt" system. At least then it would be a cap on how much you can lose after you break past the cap's threshold in raw exp gained, and would strike me as a reasonable compromise. There really isn't a significant power gain you'll get out of those last 10 or so points, so it's sensible for them to want to treat 100 as a stretch goal, but yeah, the flat 10% every death feels hooooorrriiibbllleee once it starts taking 3-5 maps to even clear a single notch on the bar.
I like that way of thinking of the journey to 100 as a stretch goal. At least that way, I'd still have some motivation to work on other classes and ascendencies.
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Posté parSpankyKong#9805le 9 févr. 2025 19:47:59
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I'm willing to accept losing XP if it's limited to (XP earned in the map that I died in). I'm unwilling to accept losing (XP earned in maps that I've already beaten).
This would technically make it less punishing the higher your level is.
If one map is 10% of your level at 80, but one map is 2% of your level at 90, you basically remove the punishment in 90+ and that's the opposite of the penalties function.
And 2% still adds up when it takes that many more maps to level at the same map level. A debt, however, seems a reasonable middle ground so you can't lose more than the debt cap.
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