XP LOSS need to change with innovative ideas!

There is a lot of discussion about xp loss every day and this shows the disappointment of people who expected more from POE2. First i will clear that i'm not the player thinking that killing bosses with one click or avoiding death penalties are good for a valuable game. The whole discussion here is that copying POE1 ideas without bringing innovative alterations, not only insult our mind and pocket but also the honour of DEVS that bring ( hypothetically ) a NEW game in market.
So killing the idea of xp loss will bring quick indifference in the duration of reaching level 100 and lethargy in cautious attacks due to lack of fear but also leaving it as it be will lower the profit of the company becouse ton of player will quit disappointed sooner or later!
Come on Devs you have 20+ year of experience in creating games and all you've got is copying from POE1???
Seriously now if i ask a 10 year old child to bring me new ideas i will be astonished of kid's fantasy. Here are some thoughts that came to my mind.

1) Make Omen of AMELIORATION be exchanged with gold coin (wich we gathered tons of it) in Alva.

2) Make experience loss adaptive to the level.

3) Give us an extra slot in gear for a rare item that would prevent a small percentage of one kill shot.

4) Give the option claiming a small percentage of the lost xp when we diying.

5) Give the option of next death penalty to be with less percentage of xp loss especially in high levels.

6) Let xp loss from a dead character can be claimed from another.

7) Raise the experience percentage in corrupted maps by adding new modifiers.

8) Experience percentage loss should be in lower grade when reaching to the end of xp bar of a level.

9) Make 3 safety points during the xp bar level where players can rest their mind of unwanted xp loss thoughts.

10) Reward with more high tier map drops in significant xp boost.

11) Disable xp loss after a certain high level but make it extremly difficult to levelling.

12) Disable xp loss and make leveling be ( especially in high levels ) with time scaling duration. Example from level 95 to 96 three months duration.

If i ask every single person, a ton of ideas will be brought in the table and you telling me that you aren't capable of juicing your fantasy? Letting players quit due the xp loss will also bring less profit in company.
You telling us git gud, i'm telling you git more juiced fantacy.

Lastly, I want to thank you for all your good time effort done so far and remind you that every community voice comes to help your work and your profit and is not against your efforts for a better future in the game.
Dernier bump le 15 mars 2025 17:36:20
I completely agree with the sentiment expressed in the original post—POE2’s approach to XP loss shouldn’t simply be a rehash of POE1’s mechanics. Copying an old formula without significant innovation risks not only player discontent but could also hinder the game’s long-term appeal. In addition to the ideas already mentioned, here are some fresh proposals that might help address the XP loss problem more creatively:

• XP Insurance System: Introduce an optional “XP insurance” feature where players can pay a small fee (using a special in-game currency or resource) to safeguard a percentage of their recently earned XP. This way, the risk is mitigated, and players have a clear, strategic choice on how much risk they’re willing to take.

• Dynamic Risk-Reward Zones: Instead of a flat XP loss penalty, design areas or encounters where the penalty scales with both the inherent risk and the player’s current level. For example, high-risk zones might impose a steeper XP loss but also offer greater rewards, incentivizing players to weigh risk versus reward.

• Soul Reserve Mechanic: Implement a system where XP is divided into “aged” and “fresh” portions. Older XP could be protected from loss, while only the XP gained more recently (the “volatile” portion) is at risk upon death. This would ensure that players don’t feel overly penalized for long-term progress.

• Cooperative XP Sharing: In multiplayer or party scenarios, allow a portion of the XP penalty to be distributed among nearby allies. This not only encourages teamwork but also softens the blow of a solo misstep, fostering a more supportive gameplay environment.

• Interactive Recovery Challenges: Rather than a static loss, turning the penalty into an engaging mini-game or recovery challenge could add depth to the death mechanic. Players might have a short window after dying to complete a challenge that recovers part of their lost XP, transforming a setback into an opportunity for skillful play.

• Event-Driven Safe Zones: Periodically introduce in-game events or “safe zone” periods during which XP loss penalties are temporarily reduced or suspended. This can provide a reprieve during particularly challenging phases and encourage players to engage with dynamic world events.

By integrating these innovative mechanics, POE2 could maintain the valuable risk-reward balance that makes the game compelling while also evolving its XP system in ways that reward strategy, teamwork, and creativity. Such changes would not only respect the legacy of POE1 but also push the genre forward by offering fresh, engaging gameplay options.



Nice ideas, boys. However, this passes through GGG's eyes and ears. There have been multiple discussions about this in the forum and believe it or not even back in POE1. If they did consider this it has already been implemented during early access of POE2 since it has been a recurring topic, but hey, months later with multiple patches and hotfixes we haven't got anything. If anything they stick to their principles, mission and vision. The company name is Grinding Gears after all.
"No! I can't give up. I must my people" - Doryani

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