The -15% exp penalty is obnoxiously bad outdated design.

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BlondeKnight wrote:
Could be worse. Limited item repair, corpse runs, losing multiple levels, resurrection penalties, and ponies. :D

I always enjoyed the classic corpse runs, that was challenging.
I find the penalty perfect, adding some risk / challenge.

It could be much worse, like another game, where not only did you lose experience (and could lose levels) when you died, you also left a corpse with all your items/belongings on it, and if you didn't manage to reach that corpse within a certain alloted time, the corpse and all the items would disappear.

Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
"
Fluttershypony wrote:
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idky88 wrote:
do u know what the word challenge means ?


Only someone mentally challenged would describe a grindfest hack and slash game as challenging.



Only a mentally challenged moron would name their account fluttershypony. Go back to your clop clop threads and stop bitching about a games mechanics that are working fine.
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Fluttershypony wrote:
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anubite wrote:
I don't get any post that has "outdated" or "old-fashioned" in the same sentence as "design" with regards to video games.

Sure, video games have been around in some form since the 1970's, but xp penalties probably aren't older than 15 years. How can something less than two decades old be "old fashioned" or "out-dated"?

If you don't like the mechanic that's fine.

But if a mechanic is old, it doesn't mean it's bad.
If a mechanic was used a lot in the 90's, it doesn't mean it's bad.
Things don't become bad design because they age. I'd argue that most games made today abandon the foundations that made them successful 10 years ago and the industry is suffering as a result.

It's not like we have some ancient video game history or tradition here. It's so silly to call a mechanic like this "out-dated". Chances are, the OP is just old enough to be out-dated.


It's been around since the 90s, a favorite of korean grindcore mmos and everquest. You don't see that mechanic around nowadays, for good reason.


What is the good reason? I haven't seen it yet. Could you explain why it is bad? What would you prefer as a punishment for death?
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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idky88 wrote:
do u know what the word challenge means ?


Yes, what he described isn't one.
An encounter against very difficult enemies where you are heavily outnumbered can be very challenging.

The added penalty for dying makes it even more of a challenge, since you know there is something to lose if you die, thus you strive more to avoid death.

If there was no penalty at all, you could just use the old strategy of doing as much damage as you can before you die yourself, and then teleport back, rinse and repeat, without any fear of loss.

That would be much less of a challenge than trying to stay alive while winning the battle.
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
Dear OP play smarter not harder.
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Fluttershypony wrote:
It's been around since the 90s, a favorite of korean grindcore mmos and everquest. You don't see that mechanic around nowadays, for good reason.

You do realize that half of these so called "korean grindcore mmos" don't offer this feature anymore is because they appeal to a child base of players. They want kids of all ages to be enjoying their games and poor their parents money into the cash shops. If they had any type of horrible challenge mechanics than the kids wouldn't be spending money, they wouldn't be playing the game, and their forum would be flooded with complaints.

Path of Exile is the complete opposite of what you want. This is a challenging ARPG that appeals to the hardcore gamers that enjoy this type of gameplay. If you don't like dying all the time, losing experience, and failing constantly then this isn't the game for you. Grinding Gear Games won't change the penalty under any circumstance. If they did they would lose a huge player base of their fans.
You dont see this mechanics nowadays for one reason - games have been casualized, too many whines. And I'd be heavily against corpse runs, at least in this game's state, for one reason - DCs that make you lose instances/portals + corpse loot drops would make it unplayable.
In my opinion the death penalty is a very important design feature in order to make death meaningful.

Yes, some deaths can be "unfair" because of server issue and I see that its very annoying but in the long term the game needs the challance and incentive to play smart.

Also its good that it makes balanced builds a good choice and not go full glasscannon.

The death penalty gives the right balance between risk and reward for different builds.

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