Pros and Cons - Death Penalty

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hakklo wrote:
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DER_PSYCHOPATH wrote:
Pros:
-Teaches you to improve on your flaws instead of ignoring them.
-The equilibrium you reach between experience and death penalty permanently keeping you from leveling further is indicative of the practical quality of your build.
-Has a small but distinctive influence on the number and extent of glass cannons played.
-Indicates a level of difficulty and challenge.

I could go through other threads and find more, but I hope it's not necessary.


None of what you claim is either positive or true.
If you want to level fast you do not push high maps you farm the maps that grant the most exp/h which, usually, are not the highest ones available.
That leads to you not having to improve at all, running a deadeye through the same map over and over spamming tornado shot onehitting everysingle enemy isnt difficult and you are unaffected by the death penalty.

What you have to ask yourself when looking at game design is : does it make the game more fun ?
Because otherwise why even have it, video games are a pass time that we like because its fun, removing unfun elements is part of the process of making the hobby we all love more enjoyable.

There is no difficulty or challenge in punishing for death, since 80% of the time death in path of exile is uncontrollable, there is a boatload of affixes that can lead to onehits on the tankiest builds available and in addition to that the servers aren't even close to the performance they would need to provide for a death penalty to make sense.

Bottom line is, it does not matter if you play glass cannon build or not you will either, if you want to level efficiently, never get close to something that could kill you anyway or you will die due to your client loosing connection or lagging out.

Look at all the first lvl 100's throughout various leagues and you will find that none of them leveled on very hard maps, your arguments are just not very well thought out.

All of them are true for me personally, and I appreciate the death penalty for those reasons. I would be bored much quicker if deaths didn't mean setbacks to overcome. Several of my glass cannon builds failed to level up at some point. Remove the death penalty and a Cast on Death portal will let me do whatever I want unless I die more than five times per map.

Yes, if you don't want to learn from your mistakes and instead play trivial content, because you don't want a challenge, those two points I brought up might not apply. But I don't think that goes for everyone.

I don't think offscreening Deadeyes farming low tier maps will go away if you remove the death penalty, so I don't know why you brought them up.

If you mean that lower maps are more exp efficient even if you never die, then that is obviously a separate issue.

If 80% of the deaths are uncontrollable despite having considerable defences, then you should be happy that you already play the game this well and you should die rarely enough for the exp penalty not to be an issue. You can still try to be rid of those other 20%.

Around 80-90% of my deaths are either due to lack of skill or defences, and I still learn and improve.

In my opinion, the death penalty isn't in place to slow down people who race to 100 (who in trade leagues will also have defensive supports and die much less easily anyway), so I don't know how they're relevant to what I said.
it's unfair that i can't get to level 100 by zerging because i'm totally just as gooder as havoc despite dying all the time. it's just unfair, what if my build relys on dieing? the death penalty punishes death-based builds unfarly and should be ebolished because it's obviously unpossible to clear maps without drying.

thorns, mirage, map reflect, and etc are literally unpossible to pass without dying so we cant loss xp because god and the bible said to take a bath on walk water and i eat shoes.


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"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
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robmafia wrote:
it's unfair that i can't get to level 100 by zerging because i'm totally just as gooder as havoc despite dying all the time. it's just unfair, what if my build relys on dieing? the death penalty punishes death-based builds unfarly and should be ebolished because it's obviously unpossible to clear maps without drying.

thorns, mirage, map reflect, and etc are literally unpossible to pass without dying so we cant loss xp because god and the bible said to take a bath on walk water and i eat shoes.




Well that is your best troll of the day, at least you try now to be entertaining :)
Last edited by ffogell#6809 on Oct 16, 2018, 3:10:52 PM
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DER_PSYCHOPATH wrote:
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hakklo wrote:
"
DER_PSYCHOPATH wrote:
Pros:
-Teaches you to improve on your flaws instead of ignoring them.
-The equilibrium you reach between experience and death penalty permanently keeping you from leveling further is indicative of the practical quality of your build.
-Has a small but distinctive influence on the number and extent of glass cannons played.
-Indicates a level of difficulty and challenge.

I could go through other threads and find more, but I hope it's not necessary.


None of what you claim is either positive or true.
If you want to level fast you do not push high maps you farm the maps that grant the most exp/h which, usually, are not the highest ones available.
That leads to you not having to improve at all, running a deadeye through the same map over and over spamming tornado shot onehitting everysingle enemy isnt difficult and you are unaffected by the death penalty.

What you have to ask yourself when looking at game design is : does it make the game more fun ?
Because otherwise why even have it, video games are a pass time that we like because its fun, removing unfun elements is part of the process of making the hobby we all love more enjoyable.

There is no difficulty or challenge in punishing for death, since 80% of the time death in path of exile is uncontrollable, there is a boatload of affixes that can lead to onehits on the tankiest builds available and in addition to that the servers aren't even close to the performance they would need to provide for a death penalty to make sense.

Bottom line is, it does not matter if you play glass cannon build or not you will either, if you want to level efficiently, never get close to something that could kill you anyway or you will die due to your client loosing connection or lagging out.

Look at all the first lvl 100's throughout various leagues and you will find that none of them leveled on very hard maps, your arguments are just not very well thought out.

All of them are true for me personally, and I appreciate the death penalty for those reasons. I would be bored much quicker if deaths didn't mean setbacks to overcome. Several of my glass cannon builds failed to level up at some point. Remove the death penalty and a Cast on Death portal will let me do whatever I want unless I die more than five times per map.

Yes, if you don't want to learn from your mistakes and instead play trivial content, because you don't want a challenge, those two points I brought up might not apply. But I don't think that goes for everyone.

I don't think offscreening Deadeyes farming low tier maps will go away if you remove the death penalty, so I don't know why you brought them up.

If you mean that lower maps are more exp efficient even if you never die, then that is obviously a separate issue.

If 80% of the deaths are uncontrollable despite having considerable defences, then you should be happy that you already play the game this well and you should die rarely enough for the exp penalty not to be an issue. You can still try to be rid of those other 20%.

Around 80-90% of my deaths are either due to lack of skill or defences, and I still learn and improve.

In my opinion, the death penalty isn't in place to slow down people who race to 100 (who in trade leagues will also have defensive supports and die much less easily anyway), so I don't know how they're relevant to what I said.


Well like you said to each his own opinion. In the end who is right ?

The only thing I know (having an autism kid) is that in the literature right now, punishment is considered the worst way to make someone change or learn. Its all about positive reinforcement nowadays.

And I think that is why some people are for the removal of death penalty especially with the current design when you can die in the blink of an eye because there is so much stuff occuring in the screen at the same time, it frustrate them more than they learn from it, I mean no one is whining because they die to Atziri flameblasst or Shaper beam or any telegraphed attacks in game...

Personnaly I think its a dead horse , i still think the death penalty should be removed but I doubt the current game design is ready for it especially if we want to adress concern from players against its removal
Last edited by ffogell#6809 on Oct 16, 2018, 3:25:18 PM
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that in the literature right now, punishment is considered the worst way to make someone change or learn. Its all about positive reinforcement nowadays.


and this participation trophy nonsense is why so many feel that they're entitled to that which they didn't earn.

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"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
"
ffogell wrote:
'quote="DER_PSYCHOPATH"
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hakklo wrote:
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DER_PSYCHOPATH wrote:
Pros...

None of what you claim is either positive or true...

All of them are true for me personally, and...
'endquote
Well like you said to each his own opinion...

That was a really good read, thank you. I feel both sides have enough merit to be read and considered and that in the end, it boils down to opinion. And in this case, it's the opinion of the devs at GGG which counts. I bet they read some of these threads, even if they don't post in them.

So we can all just hope that their opinion reflects our own personal one and hope they change it or keep it (depending on said private opinion).
May your maps be bountiful, exile
The thing that never made sense to me is that this game is that I don't see how EXP penalties effect the people who are most serious about this game: Hardcore players. It literally has no impact. Hardcore is for the people who care about a challenge, Softcore is for people who just want to enjoy the game casually, and SSF is for fucking lunatics. Death penalties most impact the Softcore casual players, those who are either not as good at the game or who decide to just play less optimal builds.

And before someone chimes in with "but you play a bad build, so you get what you deserve," don't you think that playing slower is already enough of a "punishment?" To say nothing of why said "punishment" needs to exist at all.

But we should all know by now why it really exists: The all-important retention rate. There is a frankly nauseating amount of shit in this game designed not to make the game more fun, but to keep you strapped in like a lab monkey pulling a lever for treats.
This is a buff™
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AkuTenshiiZero wrote:
Hardcore is for the people who care about a challenge, Softcore is for people who just want to enjoy the game casually, and SSF is for fucking lunatics.


wow.

no absurdly inaccurate premise, there!
[Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
No pause is another problem. I've died twice in recent weeks because of phone calls.

I can't use portal because I was in Zana's one portal missions.
Lets see, can I be objective on the death penalty, it doesn't feel like anyone else is.

Pros:
1. The game punishes you for failure.

Cons:
1. Disproportionately bad once you're level 90+.

Yep, that's all I can come up with. It doesn't really stop you from getting to 100 any faster, because you can always do easier content or play with a faster clearing build.

I can't imagine it adds any replayability since it's a punishment. Maybe to a select few who are masochists would enjoy it.

The only reason it is disproportionately bad at level 90+ is because your xp gain is decreasing while your xp penalty is increasing. This could be true if you're overleveled anywhere in the game, but it is particularly apparent since top level monsters are around level 83ish. This is a solveable problem by giving players higher level content and/or reducing xp penalties. But since GGG wants the trek to 100 to take awhile, this is very unlikely to change. The most sensible solution, and I've advocated for it before is turning the xp penalty into a flat rate instead of a percentage. But really, even that isn't necessary.

So why do I think it is a good thing that the game punishes you for failure? Because it adds value to your successes. Don't believe me? Just go do some Vaults of Atziri and tell me how you feel afterward. Naturally your mileage may vary and the death penalty might not be the best punishment for failure.

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