The cost of death!

I understand having consequences to dying in game, but when there are so many 1 shot mechanics or issues like spawning into a map and to be totally surrounded by monsters and die almost immediately, these are too cheesy and with death costing 10% exp, (I was 2 bubbles away from 87 when I died, so lost a ton) and all of the map modifiers gone, it just becomes aggravating and VERY frustrating to the point that I don't even want to play anymore. I think this system is way too punishing and is only going to push many players away from frustration! Maybe have a choice when doing maps that the player either loses exp or the map bricks if they die and make it like 2% exp lost not 10%, at the higher levels it's just SO punishing! I love the game and I just want to see it grow and get better and to keep the most amount of players!!
Dernier bump le 12 févr. 2025 11:15:50
I get your frustration, though I think the problem is more of an expectation issue. Level 100 isn't, and never was, meant for everyone. PoE1/2 are built off of the D2 design, which both include the XP penalty. The only system that is arguably overly punishing, and not implemented in either, is the One Death Portal design.
Single player games shouldn't have punishing deaths.

Single player games are meant to be fun, therefore deaths should be learning experiences, not a punishment.

Souls games' deaths make you lose a bit of progression and your souls, but unless you were farming for souls, that loss doesn't feel exactly like punishment. It just feels like a consequence of dying: my previous checkpoint is behind and I dropped my souls. They feel impartial. They feel like "dying is bad".

PoE 2 deaths are all the punishment without the learning experience: they wipe out a considerable amount of time you had invested previously, sometimes several hours.
And this being a single player game, we, players, fail to see why the need for that. What's the purpose? What are they trying to balance? We're just playing against NPCs here...
That's why dying in PoE feels so bad. It doesn't feel impartial. It feels like a very deliberate "F you, we don't respect the time you put into our game".
Dernière édition par _rt_#4636, le 10 févr. 2025 13:15:25
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_rt_#4636 a écrit :
Single player games shouldn't have punishing deaths.

Single player games are meant to be fun, therefore deaths should be learning experiences, not a punishment.

Souls games' deaths make you lose a bit of progression and your souls, but unless you were farming for souls, that loss doesn't feel exactly like punishment. It just feels like a consequence of dying: my previous checkpoint is behind and I dropped my souls. They feel impartial. They feel like "dying is bad".

PoE 2 deaths are all the punishment without the learning experience: they wipe out a considerable amount of time you had invested previously, sometimes several hours.
And this being a single player game, we, players, fail to see why the need for that. What's the purpose? What are they trying to balance? We're just playing against NPCs here...
That's why dying in PoE feels so bad. It doesn't feel impartial. It feels like a very deliberate "F you, we don't respect the time you put into our game".


There's a popular line of attack from those who like the punishment... that one death indicates that you aren't actually ready for that level of content.

This is extremely flawed reasoning, because it ignores that you probably already beat that level of content several times prior to one mis-step. One map failure invalidating hours of success with multiple prior maps of the same level.

Speaking for myself, it's indefensible game design because it pretends as if there is zero value for time spent. Time is much more valuable for many than they apparently recognize.
Dernière édition par SpankyKong#9805, le 10 févr. 2025 13:35:09
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SpankyKong#9805 a écrit :
There's a popular line of attack from those who like the punishment... that one death indicates that you aren't actually ready for that level of content.

This is extremely flawed reasoning, because it ignores that you probably already beat that level of content several times prior to one mis-step. One map failure invalidating hours of success with multiple prior maps of the same level. Speaking for myself, it's indefensible game design because it pretends as if there is zero value for time spent.


Does people seriously defend the PoE 2 death situation with that argument?
It makes no sense because an instance of something doesn't indicate anything.

People learn after seeing patterns.

Dying a single time to an unseen attack and having your node wiped out teaches basically nothing to the veteran player and even less to a newbie...
Dernière édition par _rt_#4636, le 10 févr. 2025 13:37:45
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_rt_#4636 a écrit :

Does people seriously defend the PoE 2 death situation with that argument?
It makes no sense because an instance of something doesn't indicate anything.

People learn after seeing patterns.

Dying a single time to an unseen attack and having your node wiped out teaches basically nothing to the veteran player and even less to a newbie...


Yes, they do. You'll know when those types see your thread.
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Bloodstorm76#4344 a écrit :
I was 2 bubbles away from 87 when I died, so lost a ton


You mean like 10-15 minutes of a playtime?
The cost of death is life. Get used to it.
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mikeab79#3627 a écrit :
I get your frustration, though I think the problem is more of an expectation issue. Level 100 isn't, and never was, meant for everyone. PoE1/2 are built off of the D2 design, which both include the XP penalty. The only system that is arguably overly punishing, and not implemented in either, is the One Death Portal design.


Gotta love all you gatekeepers with "muh lebel 100 is not for everyone". bro, the amount of exp required to get to 100 may even be theoretically unattainable by a casual player. Heck even the halfway point, 95, is such an astronomical amount of time investment that nobody who is here complaining about exp loss will be able t attain it without exp loss.

"100 is not for everyone" is such a non argument that i get dumber every time I see such a reply.

The D2 exp penalty is such a good design that decided to avoid it like the plague in WoW, the most successful online rpg to date.
Dernière édition par DeadlyNerd1337#2668, le 10 févr. 2025 13:58:13
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DeadlyNerd1337#2668 a écrit :
"100 is not for everyone" is such a non argument that i get dumber every time I see such a reply.


I am sorry that facts make you feel that way.

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DeadlyNerd1337#2668 a écrit :
The D2 exp penalty is such a good design that decided to avoid it like the plague in WoW, the most successful online rpg to date.


REALLY?!!!! WoW? LOL. I guess you've heard too many facts lately.
Dernière édition par mikeab79#3627, le 10 févr. 2025 14:00:15

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