Exp loss on death topics are getting out of hand.

Dont think xp loss is the problem.

The lack of visual clarity and random unexplainable 1 shots are. 1 try per map is.
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Toforto#2372 wrote:
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dwqrf#0717 wrote:
You don't get it.

I play a game. I die. It's my fault I accept the consequence. I didn't lose any time because I enjoyed all of it. If I don't die because my character and my skill fit in the game, I level up. It's nice, but not mandatory. My level will reflect the balance of my gameplay and my build and the care I take while playing and avoiding death.

You play a game. You die. It's the game's fault for not being balanced or readable. You shouldn't die because you are the best player in the universe and deserve to level up ; and getting to level 100 is mandatory for your build to come online and to play the game. Your level should be 100 to reflect the time and commitment you pour in the game, regardless of your actual skill level or game knowledge. Any death make you lose ALL your time spent and you don't even have fun playing the game.

I'm surely happy to be me. Seems exhausting to be you.

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It's a feedback forums :
Your feedback is : I don't have fun BECAUSE I wanna be level 100 BECAUSE I DESERVE it BUT I can't reach it BECAUSE of XP penalty on death BECAUSE I die all the time.

That's not feedback. There is nothing constructive in that.

My answer to this, to try to pinpoint the actual problems of your feedback is :

Why do you die ;
Why do you think you need level 100 ;
Why and what don't you understand in the benefits of having XP loss on death ;
Why don't you have fun ;
Why do you keep playing if you don't have fun.

If you'd solve all of this, maybe you won't die as much, won't suffer that much from xp loss, will understand the game better, play around its limitations, and have more fun. That's all my wishes for you. That's how you build a better playerbase. Not by changing the game, but by educating it's players.


No, stop blaming the players for bad game design. A person that dies and loses 10% exp has lost all those hours of playtime, it was all for nothing. That feels bad. That's a very simple concept. There are 0 benefits of having punishing mechanics in games like this, it adds nothing of value to the game and only makes it annoying and unfun. And people die because this game is unbalanced trash full of oneshots and on-death effects lmao, that's 100% on the developers not on the players.

Some people value their time and don't want it to be wasted by archaic game mechanics that should have been abandoned 20 years ago.

People don't have fun when they die and lose progress, in the rest of the time they find the game fun. That is all there is to it.

We're all giving our feedback on how bad this mechanic is, that's what these forums are for. No amount of "go play another game" can change this fact.


So if the devs can't balance this game to any reasonable level(which will most likely never happen) then the only other option is to stop punishing people so harshly for dying to the game they designed this way.

It's just senseless punishment, it's completely an anti-fun mechanic that screams "we hate the player" and nothing else.


No, once again, you don't understand what I say, and you don't accept the reality of the game's design either.

I don't blame the players for dying.
I blame the attitude of the players for complaining about dying.

It's not the game's fault. It's yours. First for not being good enough. Secondly for choosing to complain about it instead of moving on.

A player playing X hours and not dying while not having fun IS LOSING exactly as much time as a player playing X hours, not having fun and not dying.

Meanwhile, a player playing X hours and having fun is not losing any time, regardless if he is dying or not.

You want to spend your life doing something you hate and complain about it ? Go for it bro. But it's not the universe's fault, only your own. You jump in it with this mindset. Nobody forced you.
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xp loss isnt bad game design, its on purpose and serves the game well. if you are playing for hours and having fun doing some maps and getting stuff and telling me "all the progress of hours is gone cause i died" then this is simply bullshit.
you lose nothing but 10% xp and the map you died in. map, who cares, tier 15 waystones are raining from the sky, they are never short.
the fact that you feel like you lost everything only because of 10% xp loss says it all. the problem isnt the loss. and if you dont understand why xp loss is good for the game, then your feedback about it is useless, because you dont understand why it is there.


Anything in a game can be changed, this is why feedback forums exist. Exp loss isn't some perfect mechanic that should exist, doesn't matter how much you defend it for apparently no reason. It's bad and should be deleted.
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xp loss isnt bad game design, its on purpose and serves the game well. if you are playing for hours and having fun doing some maps and getting stuff and telling me "all the progress of hours is gone cause i died" then this is simply bullshit.
you lose nothing but 10% xp and the map you died in. map, who cares, tier 15 waystones are raining from the sky, they are never short.
the fact that you feel like you lost everything only because of 10% xp loss says it all. the problem isnt the loss. and if you dont understand why xp loss is good for the game, then your feedback about it is useless, because you dont understand why it is there.


You're ignoring that the fun was farming the first time, assuming it was farmed through content relevant to your level. But after a few deaths you now have to re-farm the lost exp, often with you resigning to less interesting content.

That's not fun or engaging.
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Toforto#2372 wrote:
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xp loss isnt bad game design, its on purpose and serves the game well. if you are playing for hours and having fun doing some maps and getting stuff and telling me "all the progress of hours is gone cause i died" then this is simply bullshit.
you lose nothing but 10% xp and the map you died in. map, who cares, tier 15 waystones are raining from the sky, they are never short.
the fact that you feel like you lost everything only because of 10% xp loss says it all. the problem isnt the loss. and if you dont understand why xp loss is good for the game, then your feedback about it is useless, because you dont understand why it is there.


Anything in a game can be changed, this is why feedback forums exist. Exp loss isn't some perfect mechanic that should exist, doesn't matter how much you defend it for apparently no reason. It's bad and should be deleted.


it is in fact a mechanic that exists for some purpose. the fact that you dont understand why its there or dont like it doesnt make it useless.
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Toforto#2372 wrote:
You're just wrong about the oneshots, PoE 2 is full of them lmao

Also enjoy your dead game with Ruthless player numbers if GGG refuses to make some big changes in the game during EA and stick to their "Vision". This exp loss and 1 death per map bs is what will be the thing that makes most people quit. Why do you think Hardcore doesn't have that many players? Just take a few minutes and really analyze that. People do not like losing progress on death, forcing pseudo-hardcore onto softcore players=players quit.


No, it is not... this is pricesly what he was talking about, something is wrong with your defences, period.
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it is in fact a mechanic that exists for some purpose. the fact that you dont understand why its there or dont like it doesnt make it useless.


That has already been tackled and dismissed in multiple ways during the course of this thread, honestly shocking that you went back to just repeating this as if that is still constructive. No one cares why it is there, it's bad and does not accomplish its intended goal in a way that satisfied the playerbase at large thus it is a problem. GGG has to find a solution to accomplish their goal without disrespecting their players time or they just lose all those players.
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mrfox123#7595 wrote:
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xp loss isnt bad game design, its on purpose and serves the game well. if you are playing for hours and having fun doing some maps and getting stuff and telling me "all the progress of hours is gone cause i died" then this is simply bullshit.
you lose nothing but 10% xp and the map you died in. map, who cares, tier 15 waystones are raining from the sky, they are never short.
the fact that you feel like you lost everything only because of 10% xp loss says it all. the problem isnt the loss. and if you dont understand why xp loss is good for the game, then your feedback about it is useless, because you dont understand why it is there.


You're ignoring that the fun was farming the first time, assuming it was farmed through content relevant to your level. But after a few deaths you now have to re-farm the lost exp, often with you resigning to less interesting content.

That's not fun or engaging.


if you die in for your level relevant content over and over so you dont level up further, the game tells you youre not good enough for the next step and should change some things, you should work on your character. if you dont like that its not the games fault, you did not overcome the actual challange, why would the game let you go to the next? whats the next? "oh i died and lost all my fragments thats bad pls nerf". "i died on breachstone boss and lost it, pls nerf" the game is fully about taking risk and reward. if current maps are to hard for you to progress, go a step back and improve your character. if you dont like that, thats a problem, but not the games fault.
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it is in fact a mechanic that exists for some purpose. the fact that you dont understand why its there or dont like it doesnt make it useless.


We understand full well why it's there. Cause it's an archaic system from a age where games were more than happy to delete your progress. Like FFXI removing levels on death. Runescape dropping all your loot.

But then, those games tends to be much more constrained in what and how you die. Compared to poe, where we are drowned in random things that will oneshot you.



What we are doing, is weighting the advantage vs the disadvantages and quite frankly, there aren't many actual advantages. No removing the exp-loss won't make everyone go glass cannon, like how in souls games the option for dodge master glass cannon is there, but you are perfectly free to build other ways.

No, you don't learn anything from having your exp taken away from you, only that you now have to spend even more hours on the game if you have a goal of reaching the higher levels. Death in itself teaches you that something killed you, be it either lack of defences, too little damage, or a mob that's simply dealing ridiculous amounts of damage. And for bosses, they would reset.

What the exp-penalty in reality do. Is to make it so that if you want to hit the higher levels, you will play the safest, most boring way possible, avoiding anything that has to do with league mechanics.
Last edited by mrfox123#7595 on Dec 26, 2024, 10:40:45 AM
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BK2710#6123 wrote:
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it is in fact a mechanic that exists for some purpose. the fact that you dont understand why its there or dont like it doesnt make it useless.


That has already been tackled and dismissed in multiple ways during the course of this thread, honestly shocking that you went back to just repeating this as if that is still constructive. No one cares why it is there, it's bad and does not accomplish its intended goal in a way that satisfied the playerbase at large thus it is a problem. GGG has to find a solution to accomplish their goal without disrespecting their players time or they just lose all those players.


to say "no one cares why it is there" simply shows that your feedback about it is pretty much useless. youre not interested in making the game better, youre only interested in your personal success. people with this mindset bring nothing good to the table

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