loosing exp

Stop dying. Thank you.
I wonder, if XP loss would start only at level 99 and prevent you reaching 100, would you be less, same or more mad?
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comnom#5629 a écrit :
Stop dying. Thank you.


+ Wun
Mash the clean
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CPTBRUMBL3Z#3146 a écrit :
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JakkerONAIR#4902 a écrit :
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SpankyKong#9805 a écrit :


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.


The problem is, that the punishment would be the same on every level then.
Levelling is a joke in PoE1 where ppl are able to level a character from 1 to 100 in half an hour and it will become easier with new content in PoE2. Then removing the risk from it is not how PoE works.

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Mashgesture#2912 a écrit :
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VanAsgard#4613 a écrit :
I think most ppl dont really enjoy the mechanic as it is.


Dying isnt supposed to be enjoyable.

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VanAsgard#4613 a écrit :

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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VanAsgard#4613 a écrit :

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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VanAsgard#4613 a écrit :

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.


Honestly - why even bother to reply with whatever that is. It snot even good trolling.
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VanAsgard#4613 a écrit :
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Mashgesture#2912 a écrit :
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VanAsgard#4613 a écrit :
I think most ppl dont really enjoy the mechanic as it is.


Dying isnt supposed to be enjoyable.

"
VanAsgard#4613 a écrit :

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.

"
VanAsgard#4613 a écrit :

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?


"
VanAsgard#4613 a écrit :

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.


Honestly - why even bother to reply with whatever that is. It snot even good trolling.


Being honest I guess is trolling now. Why even respond with something that

I mean most what you said is only applicable to you so yea, personal issue

whatever the cant gain or lose exp idea is. I guess you just want to be level 1 forever.

Let us know when you are able to respond rather then mixing up the words facts and trolling.
Mash the clean
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JakkerONAIR#4902 a écrit :


The problem is, that the punishment would be the same on every level then.
Levelling is a joke in PoE1 where ppl are able to level a character from 1 to 100 in half an hour and it will become easier with new content in PoE2. Then removing the risk from it is not how PoE works.



I fail to see how "the same on every level" would be different...? If you still lost the exp in that map on death only, or built to a debt cap, you still lose more or owe more based on your level, just as it's 10% now is more every level. Kind of a strange counterpoint. I also fail to see how we suddenly lose risk just because the severity of penalty is reduced. Your entire point here is irrelevant because what you said would still be the same exact thing in practice: Level based, players still risk something.
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CPTBRUMBL3Z#3146 a écrit :
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JakkerONAIR#4902 a écrit :


The problem is, that the punishment would be the same on every level then.
Levelling is a joke in PoE1 where ppl are able to level a character from 1 to 100 in half an hour and it will become easier with new content in PoE2. Then removing the risk from it is not how PoE works.



I fail to see how "the same on every level" would be different...? If you still lost the exp in that map on death only, or built to a debt cap, you still lose more or owe more based on your level, just as it's 10% now is more every level. Kind of a strange counterpoint. I also fail to see how we suddenly lose risk just because the severity of penalty is reduced. Your entire point here is irrelevant because what you said would still be the same exact thing in practice: Level based, players still risk something.


If the exp loss punishment for dying at level 70 is the same as the punishment at level 95 - it stays linear and that's not what the game is about.
The higher you get, the harder it gets. The further you go, the greater the risk. It's that simple.
this suggestion feels weird as a hardcore player ;)

The punishments aren't relevant for the content we're doing.

I think exp loss on death should be removed from content like pinnacle bosses, but stay for maps.

What's the point of losing exp to Arbiter? It's not like you're going to gain any exp from killing him so it's an irrelevant punishment.
And you either can kill him or you can't. You're either ready for it or you aren't. You only get 6 tries so the "brute forcing" argument doesn't really hold weight here, if you kill it in the 6 tries then you were ready for it, but if you don't then you lose the potential currency you'd have made if you sold the fragments. That's enough punishment, and would also solve the problem of people feeling locked into grinding maps until they're freshly leveled.

In maps (where the actual exp grinding is done) I'd prefer some sort of scale, where the first death is forgiven but you get a "death debuff" which lasts for x amount of time. Could be 1 hour, could be 24. If you die while you have that debuff then you start losing exp. It could increase the more you die.

Dernière édition par suutamulumi#5617, le 9 févr. 2025 23:25:01

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