Death Penalty Adjustment Discussion
Bored now therefore must bash our heads against the wall and complain about XP penalty? https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
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" Mega nice idea!!! +MANY! GGG read it! READ!! 100% correct and right suggestion, the best feedback, support that guy. Last edited by Helpmegod#6180 on Mar 18, 2015, 5:53:48 AM
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I think most of us who have been on these forums a long time understand GGG's reasoning on keeping level 100 a little out of arm's reach, to try to make it feel a little special. If we weren't around to hear Chris say 100 would take, direct quote, years, then we've ran across a forumer who has, or at least one who expresses a similar type of opinion.
However, now that I think about it, this is a forum(/reddit?) exclusive. Your average player is probably completely surprised by this. The average poster who isn't a forum regular, who just wanders in and comments in an XP penalty thread, doesn't understand what GGG is trying to do. I don't believe the current XP penalty mechanic communicates the intent of the XP penalty mechanic. It might perform the purpose, to some extent, but it is so oversimplified that it doesn't seem to have intent at all. Which is why anybody and everybody feels free to inject their own intent into it. If the purpose really is to make level 100 much more difficult, then imagine this: an XP penalty of just 5% until level 90, but at level 90 it becomes 6%, then 7% at 91, up to 15% at 99. Don't get hung up on the numbers - it's just a thought exercise. They could even communicate this in a loading screen message: "Starting at level, um, 40, experience penalties for death become progressively harsher as you level." With that type of penalty, the developer intent is completely transparent. "Want to make level 100? It's only going to get harder." I am not 100% sure about halving the XP penalty for characters below 89, but I am supremely confident that they should scrap the current flat percentage system and implement a new system which more clearly communicates intent. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Mar 17, 2015, 3:16:31 AM
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The other thing we need to keep in mind is the player can often avoid death by quickly using ALT-F4 to exit the game in the middle of combat. This alone shows how absurd the design is. More than once I've been in a group and suddenly BAM a member disappears. Oh. they Alt-F4'd out to prevent experience loss.
*Facepalm* Seriously, when this is the avoidance mechanism for the punishment, there's a problem... All that and a bag of chips! Last edited by Mooginator#1287 on Mar 17, 2015, 3:44:31 AM
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" something something desync something |
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something something game is balanced around log outs something something should players just drop dead if they can see it coming? they waste the portal anyway, might as well preserve the exp
LLD BOTW spark/arc caster guide http://www.pathofexile.com/forum/view-thread/1133731
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The EXP penalty adds nothing to the game, and it's highly exploitable. It's possible for a character to die on purpose so that they won't level up and get drop rate penalties.
The penalty for dying is the failure in itself. Someone that dies every blue pack will get super frustrated even without any explicit penalty. So yeah someone can zerg to 100, but dying a lot will slow you down immensely and it won't be a good experience. For those that think that a penalty is necessary, go play Far Cry 1 in the hardest difficulty and then tell me how you feel after dying 50 times in a row without making any noticeable progress. Pointless mechanic is pointless.
PS
I play hc now, but when I was playing standard one of the most funny things was to discharge in a reflect pack. I don't give a fuck about the penalty whatsoever.
http://slysherz.blogspot.com
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" HAHAHAHAH AHHHHHHHHH What the fuck this has to be one of the most ridiculous shit I've ever read like I wanna make fun of you so fucking hard right now but god dayum you're actually serious. Oh man I'm crying that's some funny ass shit. Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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Cross post from "that other thread."
" In other words, the problem is the game seems to have become less hardcore over time. It has become easier to reach certain benchmarks, and so those benchmarks no longer satisfy players' drive to feel accomplished. The game itself has not necessarily become easier, but the perspective exists that it has, I propose, because various achievements have softened. The game-to-player feedback process has broken down. Fix it, and a lot of the experience penalty problems go away. Edit: Also that other thread says little about how much of a "hot topic" this is or isn't, because that thread was 90% circle jerking buffoonery. Devolving Wilds Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” Last edited by CanHasPants#3515 on Mar 17, 2015, 8:59:55 AM
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" This thread isn't lacking circle jerk buffoonery either. The problem is people think PoE shouldn't be a hardcore ARPG, except it is, whether or not you play in the perma death league or not perma death, the game should remain punishing for deing. Yes you lose a portal if you die in SC, but for most players that isn't the biggest issue, the biggest issue is the loss of XP, which they feel causes them to lose further progress for their character. I think part of the issue is we are seeing people get to endgame sooner, get better geared sooner and therefore climbing to levels they wouldn't have otherwise gotten or at least that quickly. Atziri unqiue items added to this problem as well as spells in general becoming more and more popular (talking self cast here) Every single ARPG game I know of punishes a player for death, some do it terribly (D3 for example gold loss), while others may be on a higher extreme (PoE having a flat XP %, which doesn't curve for the XP gain you get) Ultimately we are discussing something Chris just said was fine, until we see what changes are in store for act 4 (and therefore have something that changed from when he said its fine) to discuss we are just going around in circles here. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
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