GET RID DEATH PENALTY

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Toforto#2372 wrote:
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Piousqd#0073 wrote:
-1.
And exp loss is an HC mechanic, it has no place in Softcore.



How is xp loss a HC mechanic? It is literally the solution implemented to make up for the mode not being "hardcore".


Hardcore: death is permanent.
Softcore: death is not permanent.

XP loss: implemented to make dying matter, since its not permanent.
“Freedom is what we do with what is done to us.”
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Piousqd#0073 wrote:

Drop all current inventory on ground upon death.


+1
Flames and madness. I'm so glad I didn't miss the fun.
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Piousqd#0073 wrote:
Except, the mode we are playing/talking about isnt actually called "softcore". Its just called Keepers league. We call it softcore to make it clear what mode we are talking about, but GGG doesnt label it as such.


Even more reason to remove such pointless death penalties then. The SC Trade mode is simply the "default" for any league. The easiest mode without any optional self-imposed challenges slapped on like HC,SSF or Ruthless. So it only makes sense to remove exp loss.

I'm sure that QOL will come eventually. Every patch has given us more and more, when enough people complain it will happen.

Or I'm just gonna stop playing at a certain level every league and lose interest, which is less playtime,engagement and less possible profits for this game. If that is the objective of exp loss, its working perfectly to deter me from playing the game. Literally all it does is make me not want to play at all.


Do you know what would happen if exp loss was deleted? I would be chilling in my alch&go T16s until I slowly grind to 100 on my own. And I'd have fun doing that. But too bad, guess I won't be spending those extra hours playing the game. Not until exp loss is removed at least.

Asking for casuals like me to be able to passively level up is completely valid and reasonable. This isn't a pvp game. And the only real ladder is HC SSF.
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Toforto#2372 wrote:

I'm sure that QOL will come eventually. Every patch has given us more and more, when enough people complain it will happen.


We should be careful not to confuse QoL improvements with requests to make the game easier. GGG has consistently implemented QoL changes with a clear purpose, to improve the user experience without altering the intended challenge of the game. Proposals that aim to simplify gameplay, such as removing the experience penalty, under the guise of QoL are unlikely to be adopted, because GGG clearly distinguishes between genuine QoL improvements and changes that fundamentally alter the core difficulty.

Furthermore, if we are already playing the easiest and least punishing mode, as you mentioned, it becomes clear that any continued struggles are not the game’s fault, nor are they caused by the existence of penalties. The issue lies more fundamentally with the player, those who, even in the easiest mode, fail to overcome basic challenges such as the death penalty. Removing penalties or other obstacles does not constitute true QoL, it changes the core difficulty rather than improving the overall experience.

If we start framing requests like “remove the death penalty” as QoL improvements, where does it end? What’s next on the list of QoL requests from players who struggle to overcome simple game mechanics? QoL of starting as a level 100 character? QoL of having infinite currency appear in your stash the moment a character is created? At that point, even with the death penalty removed, we’re no longer talking about true QoL, we’re talking about making an already easy experience even easier. If self-inflicted frustration can’t be addressed by the individual experiencing it, perhaps it’s time to try other games. Diablo 4, for example, may be a better fit for those seeking a less punishing experience, but even there, penalties exist.
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
Slippery slope argument won't stop the game from getting more QOL thankfully.


Again, its only a matter of time until exp loss on death is next. Anything that wastes the player's time getting changed to waste less time is QOL. That's literally what the alteration/aug hold-alt QOL was for. To make it faster and easier to craft items.

Losing exp wastes an enormous amount of people's hours invested. And that's just not ok.
stop making glass cannon builds if you don't want to die.
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Toforto#2372 wrote:
...


Don't use the term QoL when you don't know what it means.
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Toforto#2372 wrote:
Slippery slope argument won't stop the game from getting more QOL thankfully.


Again, its only a matter of time until exp loss on death is next. Anything that wastes the player's time getting changed to waste less time is QOL. That's literally what the alteration/aug hold-alt QOL was for. To make it faster and easier to craft items.


Indeed, the game will continue to receive genuine QoL changes, however, the removal of the death penalty is not one of them. No amount of slippery-slope theorizing will magically reclassify it as QoL or usher it out of the game. You can try to stretch the definition, of course, but at that point, it’s the definition that snaps, not the mechanic.


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Toforto#2372 wrote:

Losing exp wastes an enormous amount of people's hours invested. And that's just not ok.


Well, if losing exp isn’t okay, then just complaining about it won’t do the trick. Adjust your approach to death by dying less or not at all, put up some defenses, actually use the tools the game provides to survive, and suddenly that dreaded penalty stops being an issue and the frustration quietly disappears. It really is that simple and straightforward.
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse

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