The real problem of XP LOSS.

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UnseamedOwl319#8377 a écrit :
I don’t mind a xp penalty, but dying once in a map and I lose 4-5 maps worth of xp. So I’m being penalized on maps I’ve already completed. Just make it so any xp in that or activity is lost.


This is what some people keep ignoring. People wouldn't be complaining nearly as much if we could even get higher map tiers or if enemies scaled to lvl90+. Instead we are forced to fully juiced T15 maps that create some ridiculous stats for mobs while grinding away for hours for minimal XP gain. Then when some bs death happens because you blinked or get off screen, all that grinding is gone.

Reasonable penalty for death is one thing, 10% at higher levels is out of control and Omens are not a solution, even 2.5% is ridiculous in the mid 90s
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DEvil27#6183 a écrit :
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Toforto#2372 a écrit :
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DEvil27#6183 a écrit :
Punishment only matters when it is difficult enough that you cannot avoid that. But if you are going this far to deny that, it is not me who will force it to you.

Anyway, have fun with your jorney of trying to remove punishments when failing challenges, allowing solving things with brute force and ruining the sense of accomplishment when overcoming them.


That's not what I'm asking for though. I just want it to be optional. You can still choose to play with those punishment mechanics enabled if you want to feel your sense of accomplishment. And the rest of the players can just click a button to turn it off and have fun. Everybody wins.


The game is already split into leagues with different settings. It makes no sense to create a variable setting inside a league. It would be easier if they create a “babycore” league with the setting you suggested and others “easy mode” features. I’m not against that but playing that would be lame IMHO.


Oh I wouldn't mind that. Then we would see truly what the majority of the players prefer and which league they will pick to have the most fun in. But splitting economies even more is just a bad idea, who cares if they haven't done variable settings in the game before? Is it impossible for a live-service game to innovate? Must PoE always be stuck 20 years in the past because "D2 had this and that"?

The most simple solution that wouldn't split the game into any more leagues is just letting people tweak these things themselves. It wouldn't cost them any more server usage like a new league option would.
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Toforto#2372 a écrit :
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KurauPM#6519 a écrit :
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Toforto#2372 a écrit :

That's not what I'm asking for though. I just want it to be optional. You can still choose to play with those punishment mechanics enabled if you want to feel your sense of accomplishment. And the rest of the players can just click a button to turn it off and have fun. Everybody wins.


But that wouldnt be fair, because of market.

So, there is another option, and i'm curious about what you would think about it :
What if, they actually make this "0 penalty on death" system, but in SC SSF?
It would be fair, because no market, so no impact at all for anybody.
Would you go in SSF SC with 0 penalty on death, or stay in SC trade with penalties ?


Nope, that's just more compromises and weird non-solutions. We don't need a downside for removing exp loss. Its bad and brings nothing positive. Removing it would be a net-positive for this game and nothing of value would be lost and people would forget it ever existed like after 2 weeks max.

And what "market"? As if omens of amelioration couldn't just be deleted or changed to do something else. The market would be identical, its just 1 omen. Not even the best one, there are other way more useful omens in both games.

I would play ssf if it was actually fun and well-designed like in LE LMAO
In that game at least you can guaranteed target-farm anything you want, this is how you should design ssf. Invest X time into Y content=Z result. Simple. Like why would I ever play such an inferior gamemode where everything just takes 200 more hours when I can instead just buy all my bis gear in trade and blast and have fun? Makes 0 sense. This is why ssf is not very popular.


But anyway, the whole market argument is just non-existent. Its just a singular item, yeah lets hold the game back because people need their omen profits from Faustus.


? Why are you focused on Omen? lol
When i say market, i'm talking about everything, currencies, the fact that you may never see 1 single Perfect jewel for months even spamming 50 T15 / day, and you wont be able to use poetrade neither.
I dont care about omens xD, but i'm not sure you realize that SSF gameplay is very different.

I wouldnt mind if they put the no death penalty in SSF SC.
I would mind if they try to do that in SC.
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KurauPM#6519 a écrit :
? Why are you focused on Omen? lol
When i say market, i'm talking about everything, currencies, the fact that you may never see 1 single Perfect jewel for months even spamming 50 T15 / day, and you wont be able to use poetrade neither.
I dont care about omens xD, but i'm not sure you realize that SSF gameplay is very different.

I wouldnt mind if they put the no death penalty in SSF SC.
I would mind if they try to do that in SC.


How exactly would removing exp loss affect the economy in trade then? It wouldn't.

I don't play ssf, and never will in this game. That's a complete waste of time when I can just buy all the best items with my currency.
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Toforto#2372 a écrit :
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KurauPM#6519 a écrit :
? Why are you focused on Omen? lol
When i say market, i'm talking about everything, currencies, the fact that you may never see 1 single Perfect jewel for months even spamming 50 T15 / day, and you wont be able to use poetrade neither.
I dont care about omens xD, but i'm not sure you realize that SSF gameplay is very different.

I wouldnt mind if they put the no death penalty in SSF SC.
I would mind if they try to do that in SC.


How exactly would removing exp loss affect the economy in trade then? It wouldn't.

I don't play ssf, and never will in this game. That's a complete waste of time when I can just buy all the best items with my currency.


You were talking about letting people chose the option to have the xp loss or not themself, like in the setings or something.
Ofc that would have an impact on the market, and it wouldnt be fair.
People that play the market would HAVE TO active it, to allow them to play Full-retarded fast speed builds, and wouldnt care about death because 0 penalty.

That would also make the lv 100 kinda pointless since it would litteraly just become a "if you play enough, you just get it for free" thing, 0 reward.
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...People that play the market would HAVE TO active it, to allow them to play Full-retarded fast speed builds, and wouldnt care about death because 0 penalty...


0 Penalty for you = Lose tower set up + lose juice + lose map + lose time invested in map + lose map loot

Yeah ... i see no penalties anywhere.
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Toforto#2372 a écrit :
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DEvil27#6183 a écrit :

The game is already split into leagues with different settings. It makes no sense to create a variable setting inside a league. It would be easier if they create a “babycore” league with the setting you suggested and others “easy mode” features. I’m not against that but playing that would be lame IMHO.


Oh I wouldn't mind that. Then we would see truly what the majority of the players prefer and which league they will pick to have the most fun in. But splitting economies even more is just a bad idea, who cares if they haven't done variable settings in the game before? Is it impossible for a live-service game to innovate? Must PoE always be stuck 20 years in the past because "D2 had this and that"?

The most simple solution that wouldn't split the game into any more leagues is just letting people tweak these things themselves. It wouldn't cost them any more server usage like a new league option would.


Economy would still be fine. I dont know how it has been trade in currently hc-trade league, but regardless that it has been fine in poe1 at least even with much less players there. So even if you split SC league players, it should be fine after full release.

Actually what really destroy economy are bots. That would be a thing even worse on that “easy mode” league if I had to guess.
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Kodavor#1200 a écrit :
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...People that play the market would HAVE TO active it, to allow them to play Full-retarded fast speed builds, and wouldnt care about death because 0 penalty...


0 Penalty for you = Lose tower set up + lose juice + lose map + lose time invested in map + lose map loot


Yes. That's called loosing.
Did you know, if you lose all your tries against a Pinnacle boss, you also lose the map, loots, and wasted the item that open the gate (audiance, logbook, 3 frags, etc) ?
Damn, maybe we should try to fix that too...

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KurauPM#6519 a écrit :
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Kodavor#1200 a écrit :
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...People that play the market would HAVE TO active it, to allow them to play Full-retarded fast speed builds, and wouldnt care about death because 0 penalty...


0 Penalty for you = Lose tower set up + lose juice + lose map + lose time invested in map + lose map loot


Yes. That's called loosing.
Did you know, if you lose all your tries against a Pinnacle boss, you also lose the map, loots, and wasted the item that open the gate (audiance, logbook, 3 frags, etc) ?
Damn, maybe we should try to fix that too...



Nope . That is good. It doesn't need exp loss on top of it.
Dernière édition par Kodavor#1200, le 8 mai 2025 à 18:37:06
The real problem of exp loss is that it can only bring you back to 0% progress towards the next level instead of underflowing and putting you into a deficit for playing a scuffed build/being too reckless.

And please don't bring up the "bullshit deaths that aren't my fault" argument - yeah, these happen, and guess what, they'll only happen more and more often as the game gets pushed towards extra/infinite attempts. With the original "one attempt per instance" idea, maybe eventually the game would have been balanced around being fair, and the experience penalty could easily be removed, but now that it takes multiple deaths for a player to be effectively punished.... yeah, that's exactly why both copious amount of bullshit and the exp penalty are going to stay. The game is going to be balanced around attempting to kill players multiple times per instance, again, while keeping the exp penalty as a deterrent for people who otherwise wouldn't care about corpserunning content, again.

PoE2 was a great chance to move away from the worst aspects of PoE1 design, but congratulations everyone for strongarming GGG into making the same basic mistakes again, I guess.

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