Death Penalty Adjustment Discussion

I hope that once higher level maps are introduced EXP isn't nerfed elsewhere to "make up" for this - higher level maps would be riskier and therefore should give greater rewards without penalizing something somewhere else. Again, yeah this might have the effect of increasing exp gain for strong characters, but it would still take forever to get to level 100 and builds would still need be well-constructed to reliably run 80+ content.
We're all in this leaky boat together, people.
I don't know why anybody thinks higher areas are coming with Act 4. When they released act 3x they kept the top the same and readjusted all the areas leading up to it accordingly. At best I'd say the act 4 Merciless boss will be area level 69, with all the previous areas slightly lower.
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mark1030 wrote:
I don't know why anybody thinks higher areas are coming with Act 4. When they released act 3x they kept the top the same and readjusted all the areas leading up to it accordingly. At best I'd say the act 4 Merciless boss will be area level 69, with all the previous areas slightly lower.


Well act 3x was a small addition and did raise the level. IIRC it went from 67 (which was after the initial change from 65 areas to 67) to 68.

Also I act 3x was a small addition. I'm hoping act 4 will be similar to act 3 in size, which act 3 took a difficulty out along with raised the non-map areas from 60 to 66.

Unless they remove cruel, which I heard randomly that they aren't until act 5 (could be completely false, dunno) and even then, they'll probably be raising the area levels at least a couple.

It's a weird tight rope. They don't want 100 to be easy, but with people getting it in a month now how the fuck do you raise the area level even 1-2 and not expect people to get 100 faster.
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GGG wrote:
How will the XP curve change with incoming act four? Will the expansion finally have non map areas till lvl 80?

Despite the expansion introducing a lot of new content, we're only creeping the level of the highest content up by a little bit.

The maximum level of non-map and map content will change. We have revamped our existing acts and made changes to their layout and levels where it makes sense. This makes room for Act 4, while not increased the content level by too much.


I'd expect level to ramp up by around 5.
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Barivius wrote:
When you die in this game multiple times, it is because your build or gear is not good enough. The fact that someone could make it to 100 zerging tough bosses and using 6 portals makes me ill. We'd be playing maps with more quantity since the only measure of failure is if you die > 6 times.


I have to disagree with you on this one, i rarely die due to my build or gear. I do die, a lot, from dysc.

I believe this is were most people get frustrated and give up. Like the OP, many friends have left POE and went back to D3, because of it.

So i agree in that regard, you are punished (death = xp penalty) for something you have no control over. which makes leveling a real PITA..

Am sure many have commented, 'another one of these threads!' yes, another one. They should keep coming until GGG listens and does something. This games lives and dies by donations (micro-transactions), player base continues to drop, so do those donations. This topic seems to be the biggest concern and yet nothing seems to change.


Side Note: I for ONE:

Can live with dysnc & Dying if i had a choice between xp loss or pay an orb (say an alch), but dying and losing XP from nothing i did, frustrating as hell. I purchased my last supporter pack, and i wont buy another one while the game stays like this.. i know that doesnt mean much to you all and probably even GGG, but it does to me.

peace..



Last edited by Thadenkeen#5171 on Mar 18, 2015, 6:09:17 PM
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Moosifer wrote:

It's a weird tight rope. They don't want 100 to be easy, but with people getting it in a month now how the fuck do you raise the area level even 1-2 and not expect people to get 100 faster.


Agree that balance is a tight rope, but we all know who's hitting 100 in a month. Here's my diplomatic way of phrasing this: we don't baseline human fitness on Olympic athletes. They are exceptional. Let's not baseline EXP gain/loss based on streamers et al.

Also wanted to reply to Pneuma from earlier in the thread RE: mastery/Death penalty

I think PoE is largely strategic; as such I'd venture that mastery indicates solid knowledge of the game's underlying mechanics to produce a build that is viable in high level maps. I suspect many in the forums will scoff but, echoing chambers and all that. PoE's underlying systems are arcane, never explained, and indicated to players in language that fails to convey meaningful distinction, e.g., the difference between more damage and increased damage. If you can do what I described above then you've invested time to search out and understand said information i.e., master the game.

In terms of death penalty, the wheel doesn't have to be reinvented. I quite liked your suggestions. D3 does the bonus EXP stacks for staying alive and it's nice as a starting place.

I'd love to see something like the Nemesis system from Shadows of Mordor implemented. When you die, the mob holding your EXP/bonus EXP gains random Blood Lines mods and additional levels, and spawns those portal mobs if you keep dying. Do you have unlimited chances to kill said mobs? I don't see why not. They'll become impossible to tackle with repeated attempts on non-maps and portals will naturally limit the number of attempts you can make in maps.
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Thadenkeen wrote:
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Barivius wrote:
When you die in this game multiple times, it is because your build or gear is not good enough. The fact that someone could make it to 100 zerging tough bosses and using 6 portals makes me ill. We'd be playing maps with more quantity since the only measure of failure is if you die > 6 times.


I have to disagree with you on this one, i rarely die due to my build or gear. I do die, a lot, from dysc.

I believe this is were most people get frustrated and give up. Like the OP, many friends have left POE and went back to D3, because of it.

So i agree in that regard, you are punished (death = xp penalty) for something you have no control over. which makes leveling a real PITA..

Am sure many have commented, 'another one of these threads!' yes, another one. They should keep coming until GGG listens and does something. This games lives and dies by donations (micro-transactions), player base continues to drop, so do those donations. This topic seems to be the biggest concern and yet nothing seems to change.


Side Note: I for ONE:

Can live with dysnc & Dying if i had a choice between xp loss or pay an orb (say an alch), but dying and losing XP from nothing i did, frustrating as hell. I purchased my last supporter pack, and i wont buy another one while the game stays like this.. i know that doesnt mean much to you all and probably even GGG, but it does to me.

peace..





There are a few things completely wrong about this:
The first is saying that you die from desync as if it was impossible to not die. Strange that people play HC and don't die then. Sure desync might aggravate the death, but it is potentially possible to not die ever, so anytime you die you SHOULD take responsibility for it and not just blame something else. Disconnects due to internet cutting out is completely different, but desync is avoidable, and indeed since I last returned I have seen it once where it had an effect (needed to be teleported). And that is using flicker (albeit with understanding of what can cause desync and knowing how to tell when out of sync)

The second part is that people who go from PoE to D3 obviously are after a different game. They used to be slightly comparable, but with how D3 works now they are different types of games. Might as well be saying "they have gone back to Cod4 because dying there doesn't matter"

Finally on the subject of 'one of these threads', the reason this is said is because player base continues to rise (seriously, it is getting bigger each act, check the ACTUAL stats), and the DEVELOPERS who decide this have said "We are happy with hwhere it is at".

Everyone agrees that if there is a better option it could change. No one with any logic behind their argument thinks that it should be removed and left removed
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Real_Wolf wrote:
There are a few things completely wrong about this:
The first is saying that you die from desync as if it was impossible to not die. Strange that people play HC and don't die then. Sure desync might aggravate the death, but it is potentially possible to not die ever, so anytime you die you SHOULD take responsibility for it and not just blame something else. Disconnects due to internet cutting out is completely different, but desync is avoidable, and indeed since I last returned I have seen it once where it had an effect (needed to be teleported). And that is using flicker (albeit with understanding of what can cause desync and knowing how to tell when out of sync)


I think that many players call desync not only desynchronization itself, but also a bunch of other issues too, like screen freeze.
Also, while hardcore players do manage to live without dying to random technical issues, part of that is due to them choosing desync resistant builds and/or having top-quality hardware.

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Real_Wolf wrote:
The second part is that people who go from PoE to D3 obviously are after a different game. They used to be slightly comparable, but with how D3 works now they are different types of games. Might as well be saying "they have gone back to Cod4 because dying there doesn't matter"


If by "a different game", you mean "a game where they don't feel b***-ra*ed at the slightest mistake", then you are right. I think part of that player base prefers PoE's mechanics (because they are globally good), except for this penalty.

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Real_Wolf wrote:
Finally on the subject of 'one of these threads', the reason this is said is because player base continues to rise (seriously, it is getting bigger each act, check the ACTUAL stats), and the DEVELOPERS who decide this have said "We are happy with hwhere it is at".

Everyone agrees that if there is a better option it could change. No one with any logic behind their argument thinks that it should be removed and left removed


Part of the debate is the definition of "better option". We are usually going nowhere with this kind of thread, because part of the player base considers any change to be inferior to the current system. Hell, even the simple idea of changing how it looks like, without changing the underlying mechanics gets a lot of vetoes.
If you want to avoid desync, then you need to understand where desync is gonna occur based on how the code is currently working.

In any case, knockback and stun are going to be your leading cause of desync. If you get knocked back/stunned on the server side while you think you're smoothly just running through, you're gonna get sent back some steps to compensate for when that stun/knockback occurred. That also doesn't include additional times you get knockbacked/stunned by additional hits you're taking on the server due to the first knockback/stun.

So to fix that, pick up immunity to Stun/Knockback. Don't try to run through monsters, etc.

The same goes for fighting against monsters. If monsters get stunned/knocked back on the server, then they might not be where they appear to be on your screen and might take them a bit to snap into place.

And then when both of these things above are combined, you can get many different desync scenarios.

After stun/knockback, if you're running through as quick as possible, remember that there is some delay between you and the server and that the server is making guesses as to how the player is going to move and how monsters are moving and it is very likely to make incorrect guesses. Don't cut corners. Don't try to squeeze through enemies, it just doesn't work well.
If you want to avoid desync, then you need to understand where desync is gonna occur based on how the code is currently working.

In any case, a good source of desync is knockback and stun and will probably be the leading cause of desync. If you get knocked back/stunned on the server side while you think you're smoothly just running through, you're gonna get sent back some steps to compensate for when that stun/knockback occurred. That also doesn't include additional times you get knockbacked/stunned by additional hits you're taking on the server due to the first knockback/stun.

So to fix that, pick up immunity to Stun/Knockback. Don't try to run through monsters, etc.

The same goes for fighting against monsters. If monsters get stunned/knocked back on the server, then they might not be where they appear to be on your screen and might take them a bit to snap into place.

And then when both of these things above are combined, you can get many different desync scenarios.

After stun/knockback, if you're running through as quick as possible, remember that there is some delay between you and the server and that the server is making guesses as to how the player is going to move and how monsters are moving and it is very likely to make incorrect guesses. Don't cut corners. Don't try to squeeze through enemies, it just doesn't work well.
Last edited by darkwolf7786#1507 on Mar 18, 2015, 6:41:55 PM

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