Please remove/repurpose the XP gain penalty
Agree 100 % with TheNightFly, and I am willing to bet the majority of players do. If this forum would have upvotes these posts about xp penalty would have a ton of thumbs up.
Also I don't see the tragedy about being in fact able to reach the max level, it's like saying it is wrong to have fun playing a game, and this is just the attitude that makes me, and a lot of other players, always come back to single player games. |
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" Nothing is stopping you from reaching lvl 100. | |
Are we still talking about the XP gains from monster outside of your level bracket?
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" Since people haven't brought up alternatives to 'prevent zerging', I'd really like you guys to consider a system like this. Of course what Jeroen writes is pretty rough sketch only, but I like the general idea of it. It'd slow down zerging much more than current system and it'd be an alternative to a regression mechanic that is XP loss. Honestly, for my taste it would be much better than current XP loss system is, and could be made to affect mainly end-game. It could be called 'death fatigue' or something. | |
" Since people haven't brought up alternatives to 'prevent zerging', I'd really like you guys to consider a system like this. Of course what Jeroen writes is pretty rough sketch only, but I like the general idea of it. It'd slow down zerging much more than current system and it'd be an alternative to a regression mechanic that is XP loss. Honestly, for my taste it would be much better than current XP loss system is, and could be made to affect mainly end-game. It could be called 'death fatigue' or something. | |
My suggestion is still the best.
1 death penalty for map -> if you screw up repeatedly in a single map, you won't loose additional XP in the same map so if you overestimate your ability and die in a single map 4-5 times, only 10% per that map is lost. Normal grinders to 100 will still be affected so building build properly is still key to victory Loosers like myself capable dying 3-4 times on guardian fights, every single freaking time!, it might actually help by not loosing all the XP progression and basically have a hard stop in progressing further since i don't consider skipping content to be much fun. For Delving - it's more risky, more rewarding , there you will loose XP on every single mistake. I represent only myself, my own thought and believes. I am individual, not a representative of the community. I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. Last edited by Marxone on Jan 11, 2019, 9:48:42 AM
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That penalty feels, als least to me, like a Idea grown out of time and I would gladly trade this shit with something else.
Limit the number of portals more on hard maps or stuff like this. |
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" Apply an XP gain penalty instead of XP loss on death. For example, you get a 50% XP gain penalty for 10% of your current character level. And, if you die more than once before the penalty wears off, it extends the penalty another 10% of the current level or to the end of it. Last edited by TheNightFly on Jan 14, 2019, 12:56:50 AM
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Well, you could have such mechanic in addition to game simply not letting you do content = or > level you died on while mapping, say, for the next RL 6 hours.
Actually this would hurt justly those no-lifers who are zerging to 100 with offensively built character. There -a mechanic punishing zerg deaths which contains no regression. | |
Well, you could have such mechanic in addition to game simply not letting you do content = or > level you died on while mapping, say, for the next RL 6 hours.
Actually this would hurt justly those no-lifers who are zerging to 100 with offensively built character. There -a mechanic punishing zerg deaths which contains no regression. |