Death Penalty Adjustment Discussion

completely agree that it should change

change it back to 15%, in addition everytime you die that "muhahahaha, you suck" voiceover should play, if you have sound off - big red letters on screen
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SaiyanZ wrote:
My feeling is that removing the death penalty will make people get bored of the game. There will be no sense of levelling reward if there is not a chance of failure and anguish. Removing the penalty will kill all feelings of relief and joy when you grind that last bit of xp to hit lvl96 since there will also be another 10k people that will have done it with their eyes closed.


The sheer amount of time it takes to reach 100 is going to deter most players, even without a penalty. Also, the fact you've confirmed the death penalty punishment causes "failure and anguish" just reaffirms how absurd it is. And for me, I receive no more "joy" from making a level than I would if the system was different. Simply put, the "joy" people feel at making high levels is more of a relief of stress than anything else, and that's the core problem.

However, there is something to be said about changing the mechanic as it relates to achieving level 100. Will more people hit 100 if the penalty is removed? Yes, but by how much? Also, alternative ideas have been provided rather than complete removal.

I believe the answer is some sort of account-based alternative advancement system, especially since PoE centers around enticing players to create and build multiple characters. What such a system like this would look like I'm not sure, but AA systems have proved to enhance longevity of nearly every long-term online game (including MMOGs). Even D3 has the Paragon system. While I'm not saying it's the best solution, it exists for a reason; to reward players for their overall play regardless of character.

I believe such a system would add longevity to PoE. Perhaps a 2nd skill tree that's unlocked through AA advancement. That would be very cool...
All that and a bag of chips!
Last edited by Mooginator#1287 on Mar 20, 2015, 4:30:22 PM
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Turtledove wrote:
It dawns on me that if we were in a society where masochism was very common and someone started a thread saying maybe the world wouldn't be so bad if people didn't beat me so much that he would probably catch grief for making such an obvious statement? :-)


:)
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Mooginator wrote:
As most players are aware, the penalty is a loss of 10% of experience in merciless. How does a single death impact progress at end-game? First we have to understand there’s a wide variation of gaming experiences all different based on the player and the build. Some people are fast map runners, some take it more slowly, some builds are designed to map run, others not so much (but are fun to play). Some people have a great map pool, others have terrible luck and are stuck running lower level maps. It’s quite variable to say how much time a level 80+ player loses upon death because everyone’s experience of how quickly they progress is different. My experience at level 88 given my map pool is a single death can cause roughly an hour of gametime loss. My buddy (who just dinged 91) timed his map runs at 90 and found he received roughly 3% experience on a level 76 map with +Pack Size and +Magic Monsters. It takes him roughly 20 minutes to clear a map. This means one death is more than an hour of running 76 maps. This value compounds each level above 90. At 95 the level 76 map that gave 37% experience now gives 9%. This means a death is more than 4 hours of gameplay time at 95 (realistically probably closer to 6 hours).

Map pools are everything, and at 88 I find I have a hard time keeping a pool of maps >73. This means I’m usually stuck running 72-73 (on average), but I can clear them in ~10m. I get nearly double experience on a 74 as I do on a 72, so that factor makes a huge difference. But the reality is dying takes a good hour or more of gameplay away, even at 88. I’m sure a number of hardcore PoE players can talk about how you can run 77 maps in 5 minutes and keep a vast pool and they almost never die, etc. They represent the vast minority of players. We must keep in mind the average player experience relative to this discussion.


Are you talking about end-game level 91+ or are you talking about average player? You don't seem to distinguish between the two, almost as if level 91+ is where the average player is in the game. Not likely. Average players probably care about getting past Cruel Dominus, or Merciless Act 3, things like that. 85+ is the end, players who have done everything and the only goal left is to get a few more levels or better gear. Why not have a tough death penalty at that point? There's nothing else the game has to offer, so might as well make it challenging.

For people that are pre-maps, and maybe even early maps there may be some benefit to reducing death penalty. You know... the actual average players. I've proposed before having a time-limited death buff so these players can recoup some of their lost exp on a death, but the time scales so when it gets to the end-game the amount of recouped exp is very small. I support that change for average player death penalty. I don't support removing penalties completely.
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Mooginator wrote:
One very important point nobody has mentioned here is the league design of the game and how it's supportive of "trying new things". While so many cry about the sky falling if the death penalty was removed (or adjusted) from the core game, the simple fact is we can only find out what the impact of an adjusted or removed penalty is by seeing it in action.

GGG should create a 3-month league to try this out. As a matter of fact, I think it would be an excellent test. Watch the metrics of leveling, the number of players that continue playing (and don't quit a character or the game after death at high level), and compare those metrics to the other/prior leagues with the current mechanics. Heck, to protect the economy they can even wipe characters at the end rather than migrate them to standard (if they're worried about imbalance from it). I would certainly play that league, as would my friends who quit due to the penalty. Heck, my wife would probably try it out as well.

After the league, GGG can then determine if they want to change the mechanic for the rest of the game.



This is a decent idea. Losing xp doesnt become a real issue untill youre in it for the really long haul. Until then its an annoyance but once you get to the point where even the highest available content has an "over-leveled" xp gain penalty, a death can set you back by quite a fucking bit.

Mooginator said something that rings truer than a tuning fork to me

"Simply put, the "joy" people feel at making high levels is more of a relief of stress than anything else."

Getting that last 5% needed to get to w/e level youre currently working towards feels like pushing out a HUUUUUUGE turd with said turd being larger with every level gained. Its like in that South Park episode where Randy is trying to beat Bono's turd record. You want it so bad, but it doesnt feel good until youre there but thats only because the ordeal is behind you, and when you die (to desync especially) you feel that turd get abruptly pushed back up into your colon and you reach the "either deal with the bloatedness and call it a day or stay on the toilet and keep pushing" moment.

Lets use these temp leagues to test this out so we can stop saying "if we do w/e this/that could happen" and start saying "we tried that and this is how it went"

Testing things and observing the results answers more questions and does so more effectively than any amount of speculation could ever dream of or will ever achieve.

"OH GOD! HERE IT COMES! HHUUUUAAAAAAAAAAAAAAHAHAHAHAHAAAAAAAHAHHAAHAHAAWWWWWWWWWHUUAAAAAaaaaaaahhhhh.....ahhhhhhh"

~Randy




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Testing things and observing the results answers more questions and does so more effectively than any amount of speculation could ever dream of or will ever achieve.


If GGG would follow his suggestion and test the deaths without XP penalty then they would admit there is a problem with it. So if Chris didn't just say the XP penalty was fine then sure bring up ideas on how they can address or test it, BUT THEY JUST SAID IT WAS FINE.

In addition you can't go back on that, whoever achieves 100 in that league are level 100 then and forever. When the league proves that GGG is correct in having a penalty for death those that achieve level 100 in it got an EZ pass then it will create more of an issue then it could have ever solved, which is why on earth would GGG make getting level 100 easier for a 3 month period of time just to test something they JUST SAID was fine.

People, wait until fucking act 4 comes out, this will change getting to level 100 significantly. Until then any discussion is based on current game, WHICH CHRIS JUST SAID THEY THINK IS FINE.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
At this point, Goetz is right about waiting until Act 4. There's a strong chance more endgame content will improve the leveling experience 90+. Whether that means it'll be easier in a balanced way or it'll simply be more fun or build rebalance will solve a lot of issues folks are having with random unexpected deaths, I do not know.

But I'm hopeful.
We're all in this leaky boat together, people.
Unless GGG did an about-face with their stance, I wouldn't count on leveling getting easier. Getting there may be more entertaining or more varied, but not easier.
A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785

Need a chill group exiles to hang with? Join us:
http://www.pathofexile.com/forum/view-thread/1251403
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I_NO wrote:
The fuck is this? It is very VERY unlikely the penalty is going to change STOP it.


Aren't you going to quit playing when you find a different game? So why do you even care? I think a quantity/rarity survival bonus like sacred has would be plenty a deterrent from dying. Would be interesting if they tried it out during a league.
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Telzen wrote:
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I_NO wrote:
The fuck is this? It is very VERY unlikely the penalty is going to change STOP it.


Aren't you going to quit playing when you find a different game? So why do you even care? I think a quantity/rarity survival bonus like sacred has would be plenty a deterrent from dying. Would be interesting if they tried it out during a league.


This was covered already, no, just stop. For GGG to test such a change they would have to change their position on the death penalty we very well know that Chris just said it was fine, so for them to do such a radical change they would have to have a reason, a few whinny people on the forums that for some reason cannot let it be for any time frame at all when he just said its fine it beyond reason and argument with.

A 3 month league would not test anything for the death penalty, but rather just give those that level in it an easier method to getting to 100.

No one and I mean no one has issues leveling to 85 with the current death penalty, in addition the more you level the better character you should have and the less likelyhood that you should die.

https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.

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