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Softcore is a gamestyle, where you have fun pushing your limits and running into the fray instead of cowarding around, maybe even with a logout-macro. Deaths are natural in this approach - like falling to the ice in hockey. You don't get sent off for that.
No. Softcore is a gamestyle where death of your character is not permanent.
That's all.
You mean I should have said (...) where you COULD have fun? :D
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Posted bySolmyr77#1930on Jan 14, 2025, 10:31:39 PM
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Softcore is a gamestyle, where you have fun pushing your limits and running into the fray instead of cowarding around, maybe even with a logout-macro. Deaths are natural in this approach - like falling to the ice in hockey. You don't get sent off for that.
No. Softcore is a gamestyle where death of your character is not permanent.
That's all.
You mean I should have said (...) where you COULD have fun? :D
If you are referring to bosses, they already announced to make changes there.
If you are talking about maps. There the one portal approach should not matter. The game is designed and balanced around maps being farmed for currency/items. Players are not meant to die in maps. As Mark stated in the interview, if players die in 20%, 15% or even in 10% of the maps this could explain why they may experience a waystone shortage. Players are meant to farm maps mostly deathless. Dying in a map has to be the exception. If it is not, the player needs to do something different.
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Posted byAvaricta#4758on Jan 14, 2025, 10:39:28 PM
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If you are referring to bosses, they already announced to make changes there.
If you are talking about maps. There the one portal approach should not matter. The game is designed and balanced around maps being farmed for currency/items. Players are not meant to die in maps. As Mark stated in the interview, if players die in 20%, 15% or even in 10% of the maps this could explain why they may experience a waystone shortage. Players are meant to farm maps mostly deathless. Dying in a map has to be the exception. If it is not, the player needs to do something different.
I think we're on the same page here. Losing a map doesn't really matter unless something big dropped before you got the chance to pick it up. Maybe the visual improvements will prevent such deaths. I doubt that will be enough though, how are you going to see effects when there's a divine, 2 exalts and 3 t15 maps covering the ground? Running and staying away from a dead mob for 5+ seconds is NOT a solution - it's a shitty workaround.
However, losing the map on top of an xp penalty is still more of a penalty than PoE1 has, which already had the harshest penalty of all current arpgs. Why double down on that?
Regarding bosses, it remains to be seen if they provide a fix or a bandaid.
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Posted bySolmyr77#1930on Jan 14, 2025, 11:13:34 PM
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I doubt that will be enough though, how are you going to see effects when there's a divine, 2 exalts and 3 t15 maps covering the ground?
This particular scenario, to me personally, is 100% on the player. The player has control over their lootfilter and they control if they display items on the ground all the time or only show them when pressing a hotkey. GGG has given the player full control over how they want dropped items to be displayed.
Edit:
At least on PC and after the patch for the most part also for console. Not 100%, but almost the same.
Last edited by Avaricta#4758 on Jan 14, 2025, 11:24:25 PM
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Posted byAvaricta#4758on Jan 14, 2025, 11:23:13 PM
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So another poster's poorly worded thread has vanished, so let's try a civil argument here.
My pov is clear: I don't play hardcore for I hate losing tons of effort to one mistake/lagspike - thus I don't like one-try content.
Now what are the arguments FOR one-portal?
1) GGG's take from the interview: some devs like it
2) GGG from interview: potential economic exploits due to maps reseting on death
3) older GGG take: we can drop better loot than with 6 portals
4) forum take: makes the game (more) difficult
about 2:
Really? Then why reset on death? Sounds as needed as loading other players' stashes. Don't tell me you hardcoded this so deep we'll have to live with it.
about 3:
I don't buy that, the drop rate of actual gear is already abysmal compared to currencies and if the latter would be adjusted, that would change absolutely nothing regarding the relative prices of equippable gear.
about 4:
Multiple attempts have nothing to do with difficulty - assuming boss hp gets reset, which it should. You just get to try more often, which to my knowledge is the core principle of those Souls-games and has been adapted successfully to PoE 2's campaign, where you get infinite tries from a checkpoint directly before the boss.
Arguments AGAINST one-portal?
1) too punishing
Well, a death is supposed to be punishing. Make us regret dying, but don't overdo it by this magnitude.
We're already losing exp, which is a harsh penalty and would absolutely suffice.
Now we're also losing loot on the ground and the remainder of the map, which might be a boss that took us dozens of hours to find. That's what you get this "you're not respecting the player's time" feedback for.
Now this is a lone, all-in-one argument, but I think it massively outweighs the pros.
Softcore players aren't made for feels-bad-moments of that magnitude and the fetish of a few devs doesn't justify having it in the game. There is a hardcore mode for those that like this (like actually like it, without logout macros..)
>too punishing
Let's say 6 portals. 1 death. 5 portals left = not too punishing ? Because we can die 4 times more ?
I use 1 portal to start, 4 portals to loot. Then use the last one for the challenge. No loot and don't even want to risk for punishment ? I skip it like I filter the useless loots. I am softcore player.
Edit
I strictly manage my stress response when I can. When I can't, it keeps my nerves busy where the stress response itself causes stress response.
This is where I try to reject my stress for no reason.
I don't have to make myself look like reasonable there and don't have to let others to blame for "what I don't/didn't/won't do" either.
Stop Bombing
/Flu_prevention_mode ON
Moment Joon 【Passport & Garcon】https://bit.ly/2wXiUSj
MonoNeon 【Put On Earth For You】https://bit.ly/3I22mru Last edited by finisterre#5659 on Jan 15, 2025, 4:00:19 AM
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Posted byfinisterre#5659on Jan 14, 2025, 11:45:44 PM
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I doubt that will be enough though, how are you going to see effects when there's a divine, 2 exalts and 3 t15 maps covering the ground?
This particular scenario, to me personally, is 100% on the player. The player has control over their lootfilter and they control if they display items on the ground all the time or only show them when pressing a hotkey. GGG has given the player full control over how they want dropped items to be displayed.
Edit:
At least on PC and after the patch for the most part also for console. Not 100%, but almost the same.
I'm curious, do you actually not display items on the ground? Sound like a devil's advocate here.
I once tried that during a breach but that also disabled the text of clasped hands for whatever reason.
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Posted bySolmyr77#1930on Jan 14, 2025, 11:47:29 PM
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I'm curious, do you actually not display items on the ground? Sound like a devil's advocate here.
I once tried that during a breach but that also disabled the text of clasped hands for whatever reason.
I have items always displayed. But am extremely strict with my filter. For example I am hiding gold, every normal and magic item, all flasks and a lot more. Once I am not too lazy I will also hide rare items with bases I am not interested in and some other things.
My goal is always to only show what I pick up. If I don't pick it up, it gets hidden.
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Posted byAvaricta#4758on Jan 14, 2025, 11:51:08 PM
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I'm curious, do you actually not display items on the ground? Sound like a devil's advocate here.
I once tried that during a breach but that also disabled the text of clasped hands for whatever reason.
I have items always displayed. But am extremely strict with my filter. For example I am hiding gold, every normal and magic item, all flasks and a lot more. Once I am not too lazy I will also hide rare items with bases I am not interested in and some other things.
My goal is always to only show what I pick up. If I don't pick it up, it gets hidden.
See, that still covers a lot of space in my example where some deadly on-death shit could hide.
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Posted bySolmyr77#1930on Jan 14, 2025, 11:55:53 PM
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Sometimes I play Softcore.
Sometimes I play Hardcore.
It does feel pretty dumb that I have to play my SC characters the same as my HC characters.
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Posted byThe_Song#4903on Jan 15, 2025, 6:37:18 AM
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So another poster's poorly worded thread has vanished, so let's try a civil argument here.
My pov is clear: I don't play hardcore for I hate losing tons of effort to one mistake/lagspike - thus I don't like one-try content.
Now what are the arguments FOR one-portal?
1) GGG's take from the interview: some devs like it
2) GGG from interview: potential economic exploits due to maps reseting on death
3) older GGG take: we can drop better loot than with 6 portals
4) forum take: makes the game (more) difficult
about 2:
Really? Then why reset on death? Sounds as needed as loading other players' stashes. Don't tell me you hardcoded this so deep we'll have to live with it.
about 3:
I don't buy that, the drop rate of actual gear is already abysmal compared to currencies and if the latter would be adjusted, that would change absolutely nothing regarding the relative prices of equippable gear.
about 4:
Multiple attempts have nothing to do with difficulty - assuming boss hp gets reset, which it should. You just get to try more often, which to my knowledge is the core principle of those Souls-games and has been adapted successfully to PoE 2's campaign, where you get infinite tries from a checkpoint directly before the boss.
Arguments AGAINST one-portal?
1) too punishing
Well, a death is supposed to be punishing. Make us regret dying, but don't overdo it by this magnitude.
We're already losing exp, which is a harsh penalty and would absolutely suffice.
Now we're also losing loot on the ground and the remainder of the map, which might be a boss that took us dozens of hours to find. That's what you get this "you're not respecting the player's time" feedback for.
Now this is a lone, all-in-one argument, but I think it massively outweighs the pros.
Softcore players aren't made for feels-bad-moments of that magnitude and the fetish of a few devs doesn't justify having it in the game. There is a hardcore mode for those that like this (like actually like it, without logout macros..)
>too punishing
Let's say 6 portals. 1 death. 5 portals left = not too punishing ? Because we can die 4 times more ?
I use 1 portal to start, 4 portals to loot. Then use the last one for the challenge. No loot and don't even want to risk for punishment ? I skip it like I filter the useless loots. I am softcore player.
Edit
I strictly manage my stress response when I can. When I can't, it keeps my nerves busy where the stress response itself causes stress response.
This is where I try to reject my stress for no reason.
I don't have to make myself look like reasonable there and don't have to let others to blame for "what I don't/didn't/won't do" either.
Wait, you guys are getting loot?????? I still have crap on from act 2 in tier 3's.
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Posted byZengaard#0205on Jan 15, 2025, 6:45:13 AM
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