Death Penalty System - EXP Loss in particular
TIL: a large number of people think that the right way to play the game is at the lowest possible difficulty where you will never die. Hilarious that they also think that’s fun and worth their time investment. Stupid me, I always thought that games (of every variety, including sports, card games, etc) are universally made more enjoyable when they do a good job at pushing you to the hardest content you can succeed in, not the hardest content you can’t fail in.
I should go play basketball against kindergartners some time. Maybe the world has changed and it actually does feel good to win with no challenge. Last edited by maquino85#7657 on Dec 26, 2024, 7:30:44 AM
|
|
" EXACTLY!!! Yes, I know I'll be grinding hundreds of maps over time. But if I don't feel challenged - as in, if I lose focus, or make a mistake, or pull too many mobs, I might ACTUALLY DIE, then why I am I spending hours doing this? This BS with "sending a message" to the player: THOU SHALT NOT ATTEMPT MAPS YOU MIGHT NOT SUCCEED!!! Screw that noise! I want to always be on the brink of death. And when I die, I want to be able to brush myself off, and jump right back into the fight. Not need to spend time in a "penalty box" grinding back lost XP. If at first you don't succeed, Die, Die, Again! Not: Grind until you trivialize the challenge. The campaign is awesome. Why? Because I've died a lot. And I've gone back and killed what killed me. Imagine if the campaign had the XP death penalty. How many people do you think would still be playing? If when they got to the executioner, they lost 15% XP every time they died? These are bosses you should be expected to die to at least a couple times on before you learn the mechanics. Why should that expectation change at endgame? Last edited by Mouser#2899 on Dec 26, 2024, 7:53:38 AM
|
|
" I'd like to see one of the devs here with an official statement about this topic and the opinions and facts presented. I don't believe for a second the design to play lower level outgeared maps is intended as it is. If so, the Quest with the Maps should start with 100 Tier 1 maps and once half way is finished the 2nd quests comes up 200 Tier 2 Maps and so on. Meaning: if you can't finish the quest in Tier 2 you can still go back and finish it in tier 1. So for everyone here: Don't try to sell us your opinion and preferred way to play as fact and reason it is designed like this unless you are from GGG and can give an official statement. Other than that: it's your personal opinion and should be reflected as such. As far as I can tell I usually make it clear that this or that is my own thought. I do not seriously dare to claim I know why the are doing this or that. " just lol :-D love it... Last edited by B1tchFight#1281 on Dec 26, 2024, 7:56:25 AM
|
|
We'll all be damned if they cave in and listen to your ridiculous complaints, making POE2 just another easy ARPG.
We finally have a worthy successor to Diablo 2 after 20 years. POE2 will be the greatest ARPG of all time, only threatened by all of these entitled gamers believing that it should all be dumbed down for their sakes. Removing the 1 death per map OR XP penalty will devastate the game in a way that it won't recover from. Deaths will be a minor nuisance and everyone will be lvl 99 in no time. It could effectively kill the game because of the unforeseen consequences. You got the greatest ARPG of all time already and there's still tons of content missing. We all lucked out hugely with this game - Be content and happy in knowing that. Merry christmas Last edited by BigInJapan#9720 on Dec 26, 2024, 9:57:40 AM
|
|
" lol just another troll... If you believe what you just wrote, then this discussion makes no sense for you. If you really believe paying 10% EXP is the reason why only 2-3% of the player are lv 100, the mistake is with you. :-D there won't be much more player lv 100. But people are less frustrated on the way before they stop for other reasons. There is only a very little number of people left that stick to a game for several 100 or 1000 hours. Maybe you should ask GGG to implement Character equipment drop on death. Every time you die you have a 80% chance to drop one of the items equipped. IT's the best ARGP game out there and no other should even try to compete with it... Just my opinion. ^^ While we are on it: 10% EXP loss per day unless you pay at least 1 € without getting something in return. You know... for the sense of accomplishment ^^ Stop trolling or simple don't comment. Last edited by B1tchFight#1281 on Dec 26, 2024, 10:59:22 AM
|
|
Why not a change to the death in endgame.
EXP is only given for completing the map not killing mobs in the map, if you die you lose the map, items and exp gained in that map. The EXP loss doesn't need to be in the rest of the game. It serves no real purpose except artificially slowing down progression. Yes, if you die you should look at why you died and do better, learn the mechanics, upgrade gear or change your setup, there's no real reason to losing a chunk of EXP, you can't progress until you get stronger anyway. Have you considered not voicing your opinion? You have that right too..
|
|
" This! I would take a lot of different ways... I just don't want to lose EXP. Even if my character would be the awesome never die build. I don't want EXP loss because at some point I create another Character that might die more often... And I hate the thought that this will come at some point. |
|
" Look In a game like chess, nobody complains when your rating goes down because you lost. That's because at no point was losing due to randomness. It's 100% control and 100% accountability. In Path of Exile 2, this is far from the case: Gear Control: You don't control the gear you have on. Resistances: You can't control your resistances. Respawning Mobs: You can't really control your level due to constantly respawning mobs. Visibility Issues: Many visual obstacles block the player's view, leading to unexpected deaths. Map Overlay: Playing with the map overlay open is common due to poor path visibility. This limits visibility for things like on-death explosions, making them common and punishing. When a death is not "fair" because of these factors, the player feels cheated. They lose the opportunity to finish the map, lose experience, lose loot on the ground, and often have no idea what happened to them. Even if they did, there's no means to fix it as all crafting is RNG. If the answer is to use trade, don't. Trade cannot ever be the solution to addressing poor league mechanics. If you can't guarantee fairness or at least consistency, then there should be no penalties. The game becomes more a game of chance like roulette and less like chess, at which point "get gud" really stops applying. I would eliminate some RNG. Have crafting able to apply resistances in a deliberate way that can be redone at will while keeping the base item. Ie craft Fire resist , and later overwrite it with cold resist that would be the repacable rune slot route. Also replace ground effect with debuffs that can amplify other sources of damage but never inflict damage. No exploding boss who died on a flower so you can't see the grenade it left when it died, or having ground effect covered by Loot lables or overlay. Last edited by Jitter912#4278 on Dec 26, 2024, 1:30:55 PM
|
|
The XP penalty is good and if you really can't play around it then that's a you problem. However in PoE2 right now the game is extremely imbalanced in maps, but whining about portals or XP penalties while ignoring the real issue of balance is just ridiculous.
XP penalty exists to make you not just bash your head against failed runs over and over forever, and make death feel like it matters in softcore as well. People who think you should have no penalties for dying and have 6 free portals don't understand how much of a problem it creates, and how much of an impact it will have on your enjoyment of the game. It makes blasting with no defenses just even more of a problem because you can just progress forever as long as you don't mind going back into portals now and then and nothing matters. Xp penalty is good and important, you just need to chill out until we can get some more work done on the game. Most people seem to have a problem realizing this, but the endgame is LITERALLY NOT FINISHED and GGG developed it so we would have something to do. Expecting it to be perfect is ridiculous. Take a break, go play something else until you see GGG drop a patch. There is nothing wrong with doing this. Last edited by Kashou#2868 on Dec 26, 2024, 3:08:27 PM
|
|
I'm not really sure why people have such an issue with the XP penalty. Its a mechanic that forces reflection and build refinement. That's the best thing about POE, it makes you think about the games system, defence layers and to learn the mechanics that you die against. Removing the consequences would remove the impetus to engage with the game. People would just grab their cookie cutter builds from some streamer and zoom zoom to 100.
I think most of the complaints are irrational anyway. The penalty doesn't prevent engagement with challenging content you just have to be selective when you attempt it. Try new/challenging things early in the level when the penalty does minimal damage switch to grind/farm mode later in the level to safeguard your xp. Again its just forcing you to think about the game and adapt your playstyle based on the context. I personally have more of an issue with reducing map attempts to one. Especially for boss fights it gives limited attempts to learn mechanics. Saying this I haven't played much endgame in POE2 yet so maybe I'll learn to appreciate the design choice once I've had more time with it. |
|