Exp loss on death topics are getting out of hand.

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Akedomo#3573 wrote:
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at first a new player has no interaction with xp loss for a long time. and if a player is not willing to learn and build a good character that can handle hard content, its better to tell him at some points. if somebody is dying constantly throug maps cause his character sucks, how should he do pinnacles or hard league mechanics? is the next step to nerf these things cause he cannot handle it? should the game be balanced around players that cant progress level 80 cause they die in every t12 map? i doubt it.


No one is talking about progression.

We are talking about a mechanic that actively pisses tons of players off. That has people quitting.

Do you want PoE 2 to be a success?

Do you want PoE 1 to benefit from the success of PoE 1?

You realize PoE 2 was separated from PoE 1, precisely because they want to work on making the game more appealing to a wider audience, right?


leveling up IS progression, its the most basic character progression of everything. no, poe2 wasnt made to cater a wider audience, in first place it was made to fix melee and give poe1 a grafical upgrade. and after changing it to a seperate game all they talked about was "hard content".
Last edited by Pl4t1numX#4325 on Dec 25, 2024, 9:07:22 PM
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leveling up IS progression, its the most basic character progression of everything. no, poe2 wasnt made to cater a wider audience, in first place it was made to fix melee and give poe1 a grafical upgrade. and after changing it to a seperate game all they talked about was "hard content".


The entire reason for PoE2 is "PoE1 sucks I don't want to read 500 guides to play". New target audience, get rid of the fat.
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no, poe2 wasnt made to cater a wider audience, in first place it was made to fix melee and give poe1 a grafical upgrade. and after changing it to a seperate game all they talked about was "hard content".


Yeah nice gaslighting. it literally was.

Just from a common sense business perspective , ignoring the fact that it was actually stated, nobody builds a game for a smaller audience or even the exact same one.
Last edited by maquino85#7657 on Dec 25, 2024, 9:21:04 PM
It's wild because they can easily make it so doing the 'hardcore' way is appealing (make the bonuses bigger) and then start at a decent baseline with no penalties (or minor ones). Want a big haul on a juicy spot? Run harder difficutly and try your luck. Want an easier time? Take 6 lives and no xp loss, but maybe miss out on the chance for fat loot.

Isn't that just fundamental balance design? Let the hardcore be hardcore, let the softcore be softcore, and cater to both. I don't see the loss by offering options as long as you are clear about the rewards and costs.
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Exp loss on death topics are getting out of hand.



Eh it doesnt mean anything. And its no bigger than before. POE1 has had this forever and they have never buckled to it thankfully.

Can say the same thing about the maven memory game

Or the gobo band

Or on Death effects


These demands never get listened to because they are ridiculous to begin with. Never really have to worry about any "remove X" threads :D


Applies to the sekhemas and on death effects posts as well for POE2 its not gonna happen lol.

Wouldnt worry too much about it
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Toforto#2372 wrote:
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AintCare#6513 wrote:
if you feel bad about 'wasting' your time by playing the game, maybe do something else?


No. "Just play another game" isn't an argument nor an excuse for bad game design. If a game has failed you and made you quit and play another one, that's a failure of game design. This is a feedback forum, and I'm giving my feedback on how to improve the game. And GGG's intention with PoE 2 was to be more "accessible" to players anyway, right now it couldn't be further from that lmao
Nor is it bad game design to have an xp loss on death. Hardcore players loose their char on death and softcore players loose a bit of xp, seems just about fair to me and if thats what makes u quit then pls quit. Not many players will be quitting just because they loose a bit of xp on death anyway and trivializing the game just to satisfy a few casuals is definitely not worth it.
People are learning to escape and quit out of the game if they think they are about to die, so there's that. Problem solved?
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leveling up IS progression, its the most basic character progression of everything. no, poe2 wasnt made to cater a wider audience, in first place it was made to fix melee and give poe1 a grafical upgrade. and after changing it to a seperate game all they talked about was "hard content".


Answer the questions mate.

PoE 2 was separated from PoE 1 because it was changing too many things. They wanted to keep PoE 1 intact. It's very clear that they're trying to appeal to a wider audience.

I think you should ask yourself, Why would a game company not want to bring in more players?

Do you think they're going to make PoE 2 for the small amount that play PoE 1? Seems like a great way to lose money.
Last edited by Akedomo#3573 on Dec 25, 2024, 10:08:40 PM
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Gigs#6884 wrote:
People are learning to escape and quit out of the game if they think they are about to die, so there's that. Problem solved?



A yes, the genius gameplay mechanic of closing the game to avoid punishment. How immersive.

Funny enough, hardcore would most definitely be impossible at the later levels without it...
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mrfox123#7595 wrote:
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Gigs#6884 wrote:
People are learning to escape and quit out of the game if they think they are about to die, so there's that. Problem solved?



A yes, the genius gameplay mechanic of closing the game to avoid punishment. How immersive.

Funny enough, hardcore would most definitely be impossible at the later levels without it...


just need to press esc in poe2
Farming salt on the forums since 2024

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