Exp loss on death topics are getting out of hand.

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Terr2048#0133 wrote:

Glad for you
I can hardly reach 2k hp, and armor/evasion does not help against oneshots



https://www.youtube.com/watch?v=x6Oy25AltqY

Check this to have a basic understanding of what it means to go CI. 3:31, explained clear and quick.
Last edited by iMirageX#4580 on Dec 31, 2024, 7:51:35 AM
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dwqrf#0717 wrote:
We, PoE2 enjoyers, accept your condition. We accept to have a great, fun, but also punitive and challenging game with those designs, and to have a community without people like you constantly complaining about it.

Cordially, a gamer.


Enjoy a dead game with Ruthless player numbers and trash build diversity then. This game will die if these bad designs aren't changed. But don't worry, they will change. That's what EA is for after all. Can't wait to see all the patch notes.

All you're doing is gatekeeping and trying to chase players away. Go play your perfect "punitive" "challenging" "hardcore" game if you enjoy it so much. Why comment on the forum just to disagree with people? This is a feedback forum, the majority has spoken on what they want and how they want the game to be improved. It will happen, otherwise GGG would lose way too many players and this game is gonna be dead eventually.

You'll find that you will be very disappointed with some of the upcoming patch notes, changes will have to be made. Go play hc ssf if you want a """challenge""" when they inevitably revert back to 6 portals per map, and the exp penalty will most likely be changed to only apply after lvl90 btw so that will be a very welcome change by the majority of the playerbase and community.
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The goal of PoE 2 was to attract a wider audience, not shrink it down to a niche of people who enjoy ultra-hardcore games that punish you for no reason lol


Uhm, POE2 *has* attracted a wider audience.

POE1 is unpopular in part because it's mindlessly easy, and the audience for afk gaming is small.

POE1, 220k peak players (steam)
POE2, 540k peak players (steam)
Elden Ring, 22M+ copies sold

I'm not sure what the future of POE2 or XP-loss is, but I can say with certainty that it is not going to be an "only positive emotion" tomagochi simulator like POE1, because *that* would give it a simliarily tiny audience.

Last edited by KuroSF#6521 on Dec 31, 2024, 8:00:13 AM
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KuroSF#6521 wrote:
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The goal of PoE 2 was to attract a wider audience, not shrink it down to a niche of people who enjoy ultra-hardcore games that punish you for no reason lol


Uhm, POE2 *has* attracted a wider audience.

POE1 is unpopular in part because it's mindlessly easy, and the audience for afk gaming is small.

POE1, 220k peak players (steam)
POE2, 540k peak players (steam)
Elden Ring, 22M+ copies sold

I'm not sure what the future of POE2 or XP-loss is, but I can say with certainty that it is not going to be an "only positive emotion" tomagochi simulator like POE1, because *that* would give it a simliarily tiny audience.



Surely 200k+ people haven't quit because PoE 2 is bad right now. Right?

These steam numbers are just inflated hype, and even they look horrible. Imagine losing close to 50% of the players who paid 30$ for your early access game 2 weeks in. That's a bad sign. That means the game is failing to attract a wider audience, because it isn't fun.

And can you people stop comparing this EA launch with a regular league launch of PoE 1? This comparison is nonsensical. Just because it had a high peak on the second day(which is horrible btw, a peak so early on?) doesn't mean anything.
Last edited by Toforto#2372 on Dec 31, 2024, 8:02:35 AM
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There is a 0.00001% chance that GGG will remove the exp loss on death.

Having 6 portals back would be nice though.


100% of me abandoning the game just like I abandoned POE1.

I only bought early access because I thought there would be no XP penalty.

I just reached the endgame and I already uninstalled the game.

What a bad idea to lose a player. It doesn't make sense to lose my little progression time because of a penalty.

They could add a checkbox in the settings: "I like to suffer"

It was going well but they lost another player.
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KuroSF#6521 wrote:
"
The goal of PoE 2 was to attract a wider audience, not shrink it down to a niche of people who enjoy ultra-hardcore games that punish you for no reason lol


Uhm, POE2 *has* attracted a wider audience.

POE1 is unpopular in part because it's mindlessly easy, and the audience for afk gaming is small.

POE1, 220k peak players (steam)
POE2, 540k peak players (steam)
Elden Ring, 22M+ copies sold

I'm not sure what the future of POE2 or XP-loss is, but I can say with certainty that it is not going to be an "only positive emotion" tomagochi simulator like POE1, because *that* would give it a simliarily tiny audience.



The only reason PoE has attracted a wider audience was because there was a huge hype and ppl expected something new and different.

PoE1 is unpopular in part because the game brings in alot of stuff, places it into a corner and leaves without explanation and instead of getting players to learn it they basically have to sit through hours of explanation videos. In the end you have alot of pseudo freedom where custom builds will mostly not work and ppl end up copying streamer builds.

PoE2 right now feels like a weaker version of PoE1 where freedom is limited and getting a character build up feels harder becasue of the options available. The gameplay is not mindlessly easy, but rather boring. Most bosses are not challenging, they just place you in an arena that has oversaturation of effects and there is no strategy involved in any way. You just have to be somewhat lucky.
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There is a 0.00001% chance that GGG will remove the exp loss on death.

Having 6 portals back would be nice though.


100% of me abandoning the game just like I abandoned POE1.

I only bought early access because I thought there would be no XP penalty.

I just reached the endgame and I already uninstalled the game.

What a bad idea to lose a player. It doesn't make sense to lose my little progression time because of a penalty.

They could add a checkbox in the settings: "I like to suffer"

It was going well but they lost another player.


Nearly the same for me. I also find it interesting that players defending the 1 portal and XP loss mechanics and acting like its a good and required thing without pointing out what exactly the thing is this mechanic is supposed to prevent (whats the value of it for gameplay).
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Xebov#4972 wrote:
"
"
There is a 0.00001% chance that GGG will remove the exp loss on death.

Having 6 portals back would be nice though.


100% of me abandoning the game just like I abandoned POE1.

I only bought early access because I thought there would be no XP penalty.

I just reached the endgame and I already uninstalled the game.

What a bad idea to lose a player. It doesn't make sense to lose my little progression time because of a penalty.

They could add a checkbox in the settings: "I like to suffer"

It was going well but they lost another player.


Nearly the same for me. I also find it interesting that players defending the 1 portal and XP loss mechanics and acting like its a good and required thing without pointing out what exactly the thing is this mechanic is supposed to prevent (whats the value of it for gameplay).


I already made a thread about this, but I'm going to repeat here:
In a world where we can have both options, as separate game modes, or toggleable options on the portal device, or as a atlas passive or any other way - why do people go after the people they don't agree with? A player having a separate game mode with no XP death, or 6 portals, or 1 portal, or lose all XP on death, or ANY OTHER option does not interfere with another player. It would be the same as saying SSFHC makes the game bad for SCTrade or viceversa...

If my options are "play with the rules everyone is playing even tho it makes the game not fun for you" and "leave", I will take the leave option.

We can have multiple game modes, and we already have, what does having more options have to do with "watering down the game" or "making it easy" if I can have the "easy mode" and you can have "hard mode"? Why make the argument "if you don't like it, go play a different game"? Isn't it for the best if PoE2 can retain AS MANY players as possible, even if they don't interact with each other?

I just don't understand why the crowd that wants even more challenge hate the other group of people even existing and playing the game. Just make the options available and go on with your life...

p.s. I don't mean you as the people I quoted, I mean the proverbial "you" - the reader.
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Mouser#2899 wrote:
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BK2710#6123 wrote:
Why can't people understand the purpose of XP loss? It didn't just pop into existence randomly.


Ok, let me tell you the real reason for XP loss on death, since you correctly point out people don't understand where it comes from.

It was created in Text Based MUD's like MUME (Multi-Users-in-Middle-Earth) to keep some sort of progression going. Players would play the same characters for years, and reaching max level wasn't that hard.

Losing XP (and your items) on death kept the game interesting. Mobs simply weren't a real challenge, and gave an edge to the PvP. People would bounce up and down the upper tier of levels.

When Graphical MUD's like Ultima Online and Everquest came, they kept the mechanic. It was particularly bad in Everquest, where parties simply wouldn't let you join if you didn't have optimal gear and everyone didn't have the max buffs, as the cost of dying was simply too great to allow even a slim possibility.

The next generation of MMO's kept the idea out of habit, but have consistently made the death penalty less severe over time, even removing it completely.

It serves no purpose in a game like Path of Exile 2. The challenge of the mobs is enough to gate progress. It's not a subscription or persistent game, so there's no need to artificially inflate the play time.

And - and this is the really important part - making a game punishing means you MUST make it less challenging. The hardest and most challenging video games have no death penalty. Players can fail a level a hundred times in a row and keep playing because they can get right back in and try again. Once you add in a punishment, their frustration rises exponentially.

You punish people to get them to change their behavior. In this case, it gets players to avoid challenges until they are geared and leveled enough that it is no longer challenging. That is piss poor game design.


YES!

Punishment is used to modify behavior.
The behavior is playing the game!
Don't play is the message.
In fact, just buy the gear, then quit immediately seems to be optimal.
Last edited by Jitter912#4278 on Dec 31, 2024, 9:50:02 AM
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Xebov#4972 wrote:
"
"
There is a 0.00001% chance that GGG will remove the exp loss on death.

Having 6 portals back would be nice though.


100% of me abandoning the game just like I abandoned POE1.

I only bought early access because I thought there would be no XP penalty.

I just reached the endgame and I already uninstalled the game.

What a bad idea to lose a player. It doesn't make sense to lose my little progression time because of a penalty.

They could add a checkbox in the settings: "I like to suffer"

It was going well but they lost another player.


Nearly the same for me. I also find it interesting that players defending the 1 portal and XP loss mechanics and acting like its a good and required thing without pointing out what exactly the thing is this mechanic is supposed to prevent (whats the value of it for gameplay).


Well ill tell you.

1) Go online and look up "Most Broken Build"
2) Mindlessly copy it.
3) Get a carry over any difficult parts.
4) Buy all of you gear from the trade site.

Come on the forums and brag about your mad skills to people who don't care ???

That seems to be the value of it.

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