Experience Loss Penalty for Dying = Punished and Stuck for Trying New Builds and Abilities

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velrac wrote:
I would love to have them bring back the old school death penalties: corpse runs to get back all your gear and with xp loss that can actually delevel you. But alas todays gaming generation just wouldn't be able to handle it.

Ditto this, nowadays kids just can not accept defeats whatsoever, and therefore they always look for where the "press to win" button is whatever game they play in. This was already presented in D2, the more brutal version should be implemented for PoE tbh.
"This is too good for you, very powerful ! You want - You take"
I'm sure if there is enough demand for this, there'll be a "Brutal League" where there are steeper death penalties. For now I'm looking forward to the Iron Man league.
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reaper2191 wrote:
Why does there have to be a penalty for dying on other modes besides HC? It doesn't make make any sense at all. Dying over and over to the same thing will cause you to change your tactics to overcome that obstacle. Being punished for playing the game doesn't seem like a good way to go. At least in normal softcore mode.(normal does not mean difficulty)

I think if you want to be "challenged" play a mode where you can lose your items or die perma style.

All I am saying is that I have yet to see or hear anyone really justify having a death penalty in SC. Just play the game, if you die, you die and start back at the last checkpoint and do it again. Being penalized for dying is like being punished for crapping your diaper as a baby.


I have to agree with this....I think that experience loss, perma death and item loss should be reserved for hardcore.

I want to have fun at this level, not tear my hair out because all of the sudden I got surround by 30 monkeys and couldn't hit the keys to drink my potions fast enough, died and then lost experience to boot.
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BrecMadak wrote:
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velrac wrote:
I would love to have them bring back the old school death penalties: corpse runs to get back all your gear and with xp loss that can actually delevel you. But alas todays gaming generation just wouldn't be able to handle it.

Ditto this, nowadays kids just can not accept defeats whatsoever, and therefore they always look for where the "press to win" button is whatever game they play in. This was already presented in D2, the more brutal version should be implemented for PoE tbh.


I support a more brutal difficulty mode where death penalties are higher, but honestly, there are a lot of semi-casual gamers who have busy lives that may be too discouraged with the experience loss to stick with it and continue playing. The game is already challenging and the motivation to keep playing is to progress. I would actually support not gaining any experience at all over losing experience. If you keep trying the same crap and dying over and over again, you would just stay at the same level, not progressing. I totally understand there needing to be a penalty for dying and I think not progressing or leveling up is sufficient for normal games, not losing experience.

I'm just concerned that PoE may lose some of the more casual gamers, who may have limited time, but have deeper pockets to spend in the shop, with this experience loss difficulty. I should know, I'm in the semi-casual category and have many friends who are as well. I will continue to play regardless, but I can definitely see where some of my friends, who have very limited time, might get too discouraged and feel like their time is wasted with a net loss of progression during an unsuccessful session of play.
If you have no penalty for dying then there is no reason to play cautiously at all. Glass cannon builds become dominant due to their epic killing speed and no consequence for death. If you want to experiment with random skills go to earlier acts / difficulties where mobs are not able to easily kill you.
Last edited by thepmrc#0256 on Jul 3, 2012, 1:49:35 PM
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thepmrc wrote:
If you have no penalty for dying then there is no reason to play cautiously at all. Glass cannon builds become dominant due to their epic killing speed and no consequence for death. If you want to experiment with random skills go to earlier acts / difficulties where mobs are not able to easily kill you.


In normal mode, the penalty for dying should be not progressing, not regressing.

I agree with you about trying new skills in earlier acts. Works for me.
mhh, had torchlight not a death penalty system where the player can choose what he loose after the Death? Gold or Exp etc.


Why not sth. like this.

For example:

Orb of reviving

When you die you can consume the Orb and you will lose no exp.

After the Death there is a screen where the player can choose between "Use Orb of reviving" or "loose EXP"
The orb should be really rare and players, which plays good and doesn´t die can trade their orbs for other good things.
IGN: kReiZy
Last edited by sYkoDe4d#0481 on Jul 3, 2012, 2:33:59 PM
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sYkoDe4d wrote:
mhh, had torchlight not a death penalty system where the player can choose what he loose after the Death? Gold or Exp etc.


Why not sth. like this.

For example:

Orb of reviving

When you die you can consume the Orb and you will lose no exp.

After the Death there is a screen where the player can choose between "Use Orb of reviving" or "loose EXP"
The orb should be really rare and players, which plays good and doesn´t die can trade their orbs for other good things.


Ooooooooh.....I like where you're going with this!! At least there would be hope for not losing experience. You could mess up once and not lose any experience by using an orb....I like it.
Being casual and not knowing the inside- and out- of your class and the math and theorycrafting involved in it does not warrant being punished. If people want to be glass-cannons in SC leagues then so be it. It has no impact on any other player except that one. Casual gamers make up a good 85+% of the gaming community out there. Regressing in any game will cause a player to not play that game anymore. Simple history shows this.

Not saying there wont be challenges in SC leagues by any means. The higher level you get the harder things naturally get. I would rather clear a SC game and learn the mechanics along the way while having fun doing it, then carry that over to a HC or the like league. But if you throw a poll out there on whether there should be a penalty for dying, chances are people will vote no more than yes. Just imagine dying in Super Mario Bros and your NES exploding. Yes I know they are two different genre's of games, but the point is the same somewhat.

I play games to enjoy them, learn them, and beat them, all without wanting to shove my keyboard into my eye because every time I die.

Any casual gamer does not want to hit a brick wall with no way to climb over it. Case in point, D3. These walls cause you to do lower Acts over and over because 1) You dont have the gear to progress and 2)Dying your way through content and still not progressing is not fun.

I think when you die, returning back to base camp is punishment enough. At least on the way back you rethink your plan of action and eventually get it down pat.

As I said above, removing a death penalty from SC leagues is not removing any challenging content to the game. It will keep the player interested in the game and they will eventually cross over to HC modes for the much bigger challenge. It is not as if there were an AH or reasons to stock up currency for anything.

The main point alot of developers have when creating a game is how can we keep people interested while keeping the game challenging on a continuous basis.

The thesis behind this wall of text is that doing "Barney" mode, having fun, and learning the game before diving head first into a hardcore mentality will keep a lot of player interest.
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ApocalypticTrick wrote:
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thepmrc wrote:
If you have no penalty for dying then there is no reason to play cautiously at all. Glass cannon builds become dominant due to their epic killing speed and no consequence for death. If you want to experiment with random skills go to earlier acts / difficulties where mobs are not able to easily kill you.


In normal mode, the penalty for dying should be not progressing, not regressing.

I agree with you about trying new skills in earlier acts. Works for me.


That's exactly what xp loss is. You can't actually loose a level, you don't loose anything at all that affects your current power. You won't regress, ever. It just makes it take a little longer to reach the next level.

Or if you die a lot, makes you not reach the next one til you sort things out. Effectively forcing you to make a build that can survive in order to reach the higher levels.

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