Death Penalty System - EXP Loss in particular
" And you still refuse to answer the question: How does it hurt the game for players to repeatedly throw themselves at difficult challenges, dying many times before clearing it? Why is this something that the player must be taught to avoid? That has been your position for this whole thread. The player must be taught this lesson. That's the point of disagreement. I believe the game should be encouraging the player to maximize the challenge, to juice the map up that extra little bit, and go in knowing they will probably fail, but feeling much more satisfied when they succeed. As I've said in another thread - the death penalty makes the game easier. I want it more challenging. |
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" The situation your are asking about simply does not exist. How do you not get that? Just read death method 3 and 4. These types of deaths are hard equipment checks. There is no challenge to overcome. Your character either has the minimum needed equipment and survives or the character does not and dies. You are talking about an imaginary situation that does not exist. Therefor it is impossible to answer it. It is non existent. Last edited by Avaricta#4758 on Dec 31, 2024, 11:40:47 PM
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" Are you telling me that it's a binary "You will die to this content" or "You will not die to this content"? That sounds pretty boring if I knew the outcome before I even went into the content. Also, if the only thing that matters is gear, what's the point of reducing xp? Wouldn't the proper thing to do to teach a lesson be to do something to the gear? Or are you saying that levelling is a way to increase your power, nullifying your example? |
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" Fine - I'll grant you those deaths are gear checks. I'm not talking about any specific deaths - I'm talking generally. You've said repeatedly in this thread that players need to be taught not to keep attempting content where they die. Why? One more time - How does it hurt the game for players to continually test themselves against challenges they repeatedly fail? Why is that something the game must punish the player for? The game should ENCOURAGE players to juice the maps up to the point they will likely die. Bosses should be expected to kill you three or four times before you learn the mechanics, and then you'll still need to execute everything properly to clear them. Maps should have packs of mobs and rare spawn that have a good chance of killing the well-geared player. The XP penalty prevents the dev team from designing and implement this content. It is making the game EASIER, not harder. Will you answer the basic question this time? |
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" I will just quote myself from the previous page. Because these are the possible reasons/types of deaths players can encounter during mapping. 5 and 6 are instances in which the player can indeed manage to get through the content, without improving gear or lowering difficulty, as stated on the previous page. But overcoming these should not take long. So if they die a couple of times this should be it and they should not die to these things again. So XP penalty is no real issue here. 3 and 4 are the ones where people feel like they run into a wall and where it is impossible to "overcome a challenge". And because it is impossible to overcome these deaths with skill or knowledge I believe that the extra signaling with XP loss is needed. The difference here to 5 and 6 is, that if someone keeps bashing their head against 5 and 6 they can eventually brute force their way through it. With 3 and 4 that is not case. No matter what they do and how many times they try, without improving equipment/gems or lowering difficulty they will only keep failing. " If there is a chance for the player to succeed, then I think it would not hurt the game. The issue is, the game cannot differentiate between the types of death. And type 3 and 4 are much more common and are hard equipment checks. I believe it would much more hurt the game to remove the penalty for all types of deaths instead of keeping it for all. Since 3 and 4 are the most common ones. " Last edited by Avaricta#4758 on Jan 1, 2025, 12:19:18 AM
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" You for real, dude? Literally page 2 of this thread and literally my first reply to you. And you might be wondering why I'm starting to get upset with you after +20 pages. I think it should come as no surprise, at all. And this is PoE 1, by the way. PoE 2 by comparison is even more riddled with bugs and scuffed balance. Edit: There's even a Wiki entry about this: " https://www.poewiki.net/wiki/Bonechill_Support And in case you think this isn't a bug, I reported this months ago and GGG actually replied and acknowledged this is unintended behavior. Edit 2: And by the way, Overcharge Support does the same thing. I had to stack like 160% reduced Shock Effect to not die to this shit in Reflect maps, as my build still needed to apply Shock. This is not exclusive to Eater altars, as some mobs can have that mod, the altar is just the most common for me. Gaming PC: Win 11, 7600X3D, RTX 4080, 32GB DDR5-6000 CL30, 7000 MB/s SSD, 850W, 3840x2160p 120Hz Streaming PC: Win 11, i5-12400, RTX 4060, 32GB DDR5-6000 CL36, 7000 MB/s SSD, 450W, 1920x1080p 60Hz Last edited by BaumisMagicalWorld#0673 on Jan 1, 2025, 5:16:13 AM
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" Yes, I can remember. Because it is PoE 1 I immediately discarded this. This is the PoE 2 Discussion forum. Not the PoE 1 forum. There is no Bonechill in PoE 2. According to PoE2DB there is no reflect non damaging ailments modifier for waystones in PoE 2 (and I have found none in the two tabs of waystones I have). So how is this a PoE 2 bug? How did you die to a bug in PoE 2? Edit: Even if there really is a bug in PoE 2 that causes characters to die, the correct way is to fix that bug, not to remove XP penalty. Edit2: Or is it just pure assumption on your part that there may be such bugs in PoE 2? Last edited by Avaricta#4758 on Jan 1, 2025, 6:29:52 AM
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" The most "Avaricta" of responses possible. Thank you for that. It clearly shows why this entire discussion does not need your input. You are so disconnected, it's unreal. Gaming PC: Win 11, 7600X3D, RTX 4080, 32GB DDR5-6000 CL30, 7000 MB/s SSD, 850W, 3840x2160p 120Hz
Streaming PC: Win 11, i5-12400, RTX 4060, 32GB DDR5-6000 CL36, 7000 MB/s SSD, 450W, 1920x1080p 60Hz |
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" Well I am open to be proven wrong. But so far I cannot see any PoE 2 bug you have shown. Only one PoE 1 bug for which the mechanics are not even in PoE 2 to be able to "work". So once again. What PoE 2 bug is there currently in the game that kills characters? By now I am starting to think that just wanted to bring some drama. |
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" I totally agree that maps should be harder. But XP penalty doesn't prevent to make them MUCH harder. In the other way, without it it would be like, sure those rare monsters can kill me, but so what? You don't even have to pay attention to them anyway, just zoom as you like. Will die few times in the process of clearing of maps, but who cares, all those treats are not real, nothing really can hurt you. Great challenge. Regarding to the XP penalty, on some level you will basically stop to level up, sure. And it's fine. After you will get better or get a better gear, the balance of gaining and losing XP will change and you will be able to gain couple of levels. Last edited by Suchka_777#4336 on Jan 1, 2025, 6:50:29 AM
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