Death Penalty Adjustment Discussion

Except, just so the point is not missed, it's not about whether or not PoE is a "hardcore" aRPG, or what "hardcore" means to different people. The word is merely an object of identity--a concept that assists in ensuring that the various elements of a product all adhere to the same design intentions, or in other words, that those elements behave well together.

What this is about is how expectations for player accomplishments no longer align with (presumed) design intentions, and therefore do not behave well with other elements of the game. To that end, expectations are no longer "hardcore."
Devolving Wilds
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The only thing i don't like about the experience penalty is that it encourages skipping some bosses. The reward for killing map bosses is so low that it really doesn't make sense to even try and risk dying. Make the map bosses give a shit ton of experience to justify the risk. Or give back a portion of the experience lost in a map death by getting a full clear. Or maybe even have the bosses give a percentage experience instead of a flat amount. Vary it depending on the map and thr map mods. Give a reason for a 90+ character to do a lower level map.
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
^ That is an issue concerning risk vs reward, not DP.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
@Mark: perhaps it would be better if the XP death penalty was based on a comparison between character level and area level.
1. The higher the level of the map you're running, the less XP lost if you die, so players would have less disincentive for challenging themselves.
2. As players get into the 80s, the lack of 80+ areas would drive the minimum death penalty upwards, getting harshest just before 100.
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.
The individual who reached 100 in my initial post only had 3 deaths after 90 and still took him roughly 1,500 hours of actual play time to reach 100. That's 62.5 days of nonstop play, or 187.5 days (more than 6 months) of playing 8 hours each day - on a single character! There’s already a clearly defined control mechanism in the game for making level 100 exceptionally difficult to achieve (and impossible for some, due to limitations on the time they can put into the game). This is another reason why the penalty system is absurd; people are saying the mechanic is necessary when they don’t seem to realize what it already takes to hit 100. Once again, the control mechanism, even without death penalty, is already there.

Due to the sheer volume of skill combinations and character builds, do we really believe somebody will stop playing PoE after they reach 100? Hardly. And most players will create other characters long before 95+ because of the grind they experience.

This is why removing the penalty entirely will entice more people to play and stop driving them away.

Another potential mechanic GGG could add is adjusting the maps so all bosses are in a final boss room, and if you die once in that boss room, you no longer have access (within that map). This would entice players to "run that map again” to seek vengeance on the boss that killed them and entice players to try bosses again and again for fun factor, until they are successful.

Once again, the number of hours it would take to reach 100 already serves as the control mechanism, thus rendering death penalty wholly unnecessary and counterproductive, since it drives players away.
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Last edited by Mooginator#1287 on Mar 17, 2015, 1:05:56 PM
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Mooginator wrote:
The individual who reached 100 in my initial post only had 3 deaths after 90 and still took him roughly 1,500 hours of actual play time to reach 100. That's 62.5 days of nonstop play, or 187.5 days (more than 6 months) of playing 8 hours each day - on a single character! There’s already a clearly defined control mechanism in the game for making level 100 exceptionally difficult to achieve (and impossible for some, due to limitations on the time they can put into the game). This is another reason why the penalty system is absurd; people are saying the mechanic is necessary when they don’t seem to realize what it already takes to hit 100. Once again, the control mechanism, even without death penalty, is already there.

Due to the sheer volume of skill combinations and character builds, do we really believe somebody will stop playing PoE after they reach 100? Hardly. And most players will create other characters long before 95+ because of the grind they experience.

This is why removing the penalty entirely will entice more people to play and stop driving them away.

Another potential mechanic GGG could add is adjusting the maps so all bosses are in a final boss room, and if you die once in that boss room, you no longer have access (within that map). This would entice players to "run that map again” to seek vengeance on the boss that killed them and entice players to try bosses again and again for fun factor, until they are successful.

Once again, the number of hours it would take to reach 100 already serves as the control mechanism, thus rendering death penalty wholly unnecessary and counterproductive, since it drives players away.


I will dispute the claim that it takes that long if playing to level to get to level 100. If you are chaining high level maps it will take MUCH less time to get to 100 then how long it took your friend to reach level 100.

Time is a factor, but IMO level 100 should not ever be a guaranteed, standard already has its reasons to be played in, it doesn't need another reason.

If GGG doesn't want an XP penalty, then they should add something to penalize a player for dieing, it is after all a hardcore ARPG game.

The XP penalty isn't just a control mechanism it is a mechanism to ensure builds are balanced, removal of the penalty opens up options for builds that have no place in PoE.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Death penalty should scale from 99% of your current level at level 1, to 1% of your current level at level 99.

Make people L2P right from the start :P
When night falls
She cloaks the world
In impenetrable darkness
Goetzjam, there are other ways of penalizing death than erasing hours/days of effort. For example, if you had a sharp decrease in experience and loot in any instance you died in, people would be very careful not to die.

Plus, death is frustrating, even when there is no real penalty. Hardly anyone would want to play zergling style.
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CanHasPants wrote:
^ That is an issue concerning risk vs reward, not DP.
How can you say that? The only risk is the death penalty, therefore it's an issue concerning the death penalty.
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
Discussion at this point is so irrelevant it frustrates me that someone created another thread dispute the other one that was made and dispute Chris response that the XP penalty was fine.

We have a 1 month league, then after that act 4 gets added, we don't know if GGG is going to change the penality or interactions with act 4, but if I had to guess based on Chris's response the answer would be no.

So we are looking at at least 4 months before it would be changed with a large patch in-between that may affect this discussion, in which case we are just going round and round about something that honestly doesn't need discussed at this point.

I think I've said everything I want to be said without knowing what changes act 4 has in store for us.

I think removing the penalty would be a huge mistake, its not necessary and only makes it easier to obtain and allows for builds that shouldn't be possible to exists.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

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

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