XP Loss on Death

*NOTICE* : This paragraph doesn't talk about removing XP penalty completely.



This is probably a weird and whiny thread to read for a experienced player. But I've been playing for a decent while but I'm still learning a lot. But not quickly enough even though my favorite games are ARPG's. So considering that, I'm still having trouble getting my builds right, getting the currency. Investing the time it takes to get really good. The only real way I have to get better sometimes is simply by leveling up. But at the same time I really like the idea of XP loss, as it helps you stay careful and makes the game more exciting. But I think 3 bars of loss is just way too much, particularly for new players on higher level characters who are having trouble progressing. I think cutting it in half would be a nice thing. One and a half bars seems reasonable to me, and to anyone who isn't a major fanboy I think it'd sound fair to them too. It'd probably help from scaring a lot of new players away too. Believe me, I've had friends come and try the game out. When it gets to merciless and they're dying every 30 seconds, it becomes an impossible task giving them a reason to stay.


EDIT: Just wanted to add something else another person just noted. There's a lot of desync and lag problems with PoE. Which isn't surprising, this isn't a triple A game with loads of money invested into it (most certainly not saying that's a bad thing). But anyway, because of this they weren't able to fully optimize their game to suit different computers, connections etc. So this is just another thing to consider with this.
IGN: BombTheChildren, ProfessorBigJohnson, SmashTheChildren
US EST
Last edited by nick66234#6608 on Jul 27, 2015, 2:43:53 PM
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XP loss is only 10%, not 15% (it was that much in the past)

There literally is 0 reason to change the XP penalty, not only that you aren't even to the point where the XP penalty really starts to hurt, lets not forget people level in HC, with someone reaching level 100 in 16 days.

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

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
The game isn't really nice with people trying glass cannon builds :p And it's tempting xD
I shall purify you in flame, noob of nightmare!
Xp loss on death - yes, this game has it.
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
The penality of death has it's purpose and I'll use an exemple.


When I was young I was playing Megaman on the NES (it's a side-scrolling platform game, very good). So you have 3 lifes to beat a stage, so if you die 3 time you'll have to do the entire stage to restart from the beginning wich is long as fuck because some part are damn hard. Basically you don't want to die before and checkpoint, or before the boss, you don't want to die AT ALL. You try your best.

Imagine one point if we remove the problem of dying for megaman, you restart exactly where you were when you die, and you are at full life. You just continue rolling you don't care about dying. You could actually be invincible for the entire game it would not change anything from that point.

Same thing goes for POE, you don't want to die because of the xp lost, it's hard and painfull. remove that and you won't care about dying. So you could arrive at a boss unprepared and die 40 times without caring at all.

They did that for Diablo 3 and I could run Rift while dying 15 times without carring at all. At one point, I felt completly detached from the game, and having no purpose to continue at all. The game was made boring and pointless.
Well I think something important you guys missed that I noted is that I'm talking about newer players here, like myself. Players who still don't know the game inside and out. It may not be difficult for you, and may be difficult for you to even comprehend the problem newer players have after all the time you've invested. But nonetheless, it's a big problem for newer players. And regardless of the %, it's still a big problem. I can tell you for sure that even at a 5%, newer players would still have real difficulty reaching past level 90. And that's still definitely not saying that they still won't have problems getting to 90 itself. I'm moderately new myself, and I've invited a lot of other friends. But it's hard enough getting them to see the potential of the game without constantly trying to pep talk them into ignoring the ridiculously noticeable smaller bar after they die.

Also, again, I'm not saying we should remove the feature entirely. Just lessen the effect. You guys say people get to 100 in a couple of weeks anyways. Well, if they're going to do it, why not do it with 5% XP loss? Considering it will greatly help newer players, where's the harm?
IGN: BombTheChildren, ProfessorBigJohnson, SmashTheChildren
US EST
Last edited by nick66234#6608 on Jul 27, 2015, 1:15:37 PM
Part of the challenges of the game are:

- learning how to build your characters to avoid dying
- learning how to beat bosses and deal with certain monsters to avoid dying
- learning the games mechanics in general to avoid dying

if there is no penality for dying, you don't have to avoid death it won't be a problem at all.

and if the is no problems about dying... well all the challenge above are obsoletes
The problem with the death penalty is that it hits you more often on shitty connections. Dying because of a bad connection and losing 10% XP at level 90 just makes you want to quit this game.

Ever had the latency jump to >2000ms and being unable to log out? Its not fun. It would be okay if you lost the XP gained in the last 20 minutes, but it sucks really hard losing the XP gained in the last 3 hours, especially because of the interplay with the bad map drops, which make you run maps where you gain no XP, and in which you only die because of connection problems, lag and desync.

Let me pay 1 alt in normal, 1 chance in cruel and 1 chaos in merciless / maps each time I die in order to revive my character. I would be very happy to do that.
Remove Horticrafting station storage limit.
Last edited by Char1983#2680 on Jul 27, 2015, 1:18:56 PM
Lol again, I'm not asking to remove the death penalty completely. You should entirely read my post rather than make an assumption about my request. I'm asking for the penalty to be lowered to help ease newer players into the already very complicated game...
IGN: BombTheChildren, ProfessorBigJohnson, SmashTheChildren
US EST
"
nick66234 wrote:
Lol again, I'm not asking to remove the death penalty completely. You should entirely read my post rather than make an assumption about my request. I'm asking for the penalty to be lowered to help ease newer players into the already very complicated game...


New players have normal and cruel difficulties before the current 10% in merciless, honestly I wouldn't mind if they lowered it in merciless in increased the penalty in maps, but not sure if there is anyway for them to really do that.

The penalty is honestly a joke when you think about it 10% is nothing pre level 80 and doesn't start hurting until level 90.

Refer to any of the other XP penalty threads and there are plenty of arguments on why it exists and why it not only doesn't need to be lowered, but really should be raised.


@Char1983


That bullshit overused "connection" excuse is nothing but a lame excuse brought up from a relic of the past "desync". If you have connection issues or even if the route is having issues, that has nothing to do with the game design for penalty.

People play on HC in this game, they don't just lose 10%, they lose their character and items.

People have spikes, but honestly if its happening to you more then once in a blue moon, its your connection, not anything GGG can control. Why are you suggesting they should change the penalty because of stuff you can change?

LOL on that cost. The cost of not losing XP should be extremely significant, not 1 chaos. Probably 1ex min, if you think thats too high your character isn't high enough level to begin to complain about losing XP.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

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

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