Remove xp loss on death, replace with xp bonuses for surviving

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grepman wrote:
lol at 'psychological effect'

todays gamers love to be constantly told how great they are.

I think you're confusing narcissism with a desire to be rewarded for completing difficult or long but mundane tasks.

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and they cant take failure. and if its failure by RNG, oh my god they are LIVID. but my skillz !

Failure by RNG is pretty silly unless you're out for a laugh. If you're looking to challenge yourself, you probably want a game that's more strategic than whimsical.

"
and not only they expect this to happen in all games intended by the masses, but they expect it in hardcore games that are DESIGNED to punish players for making wrong moves.

So we have this free-to-play game that, yes, must serve many player types if it is to succeed and grow. There is a hardcore mode that punishes players for dying... Why does softcore also need to strip you of progression in a harsh way? You can make all the right strategic moves, still die, and be set back numerous hours. This is a pretty good way to make softcore players feel like they've wasted their time, and it's a good way to lose players. Maybe people would stick around longer in temp leagues if they felt like they could get much beyond level 90. PoE needs a better sense of progression that doesn't crash into a wall in the early 90s.

"
you know how I learned to swim and how my kids will learn to swim ?

throw them into water. they will learn how to swim, badly at first. without someone telling them what they did wrong or right. your reward is not drowning. and you get to face adversity.

none of that carebear bullshit. fuck tutorials. fuck feelings. come get some.

but let me guess, this is 'outdated'. poor kids feelings. you need to pay instructor for 10 lessons to get your kid to doggy paddle.

I learned to swim by being thrown in the deep end. It's not a fond memory. I learned to play piano out of fear of humiliation because my teacher would place students in front of the class and say "everyone's going to sit here until you perform this piece perfectly." It was terrible. It's one thing to be schooled by Pai Mei and quite another to be trained by a tyrant.
Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616
Last edited by Tempada#2630 on Feb 10, 2017, 6:15:35 PM
Decent idea and well argued, Tempada.
The ONLY thing that needs to be changed as far as exp progression goes in POE endgame mapping content is the amounts of exp you gain proportional to the difficulty of the content you are doing.

The exp penalty is already completely bypassed every single league as it is by simply not touching a single map beyond T11-12 and rolling the easiest possible mods on maps so there's little to no fear of death. From there its all about no life grinding your way to the goal post. Yet if you want to play the harder higher maps in the T15 range the exp is still fucking garbage and takes a massive amount of time to the point it averages out to nearly the same exp per hour as the easy maps AND you have actually be in constant fear of death every single map you run. If not from the mobs and the mods rolled on the map then its the boss that hits like a truck yet the exp difference is almost non existent.

Why do you think people do the shaped atlas shit? Its the easiest way to lvl 100 with least amount of risk. Doing the harder maps is not gonna shorten the time it takes to get there in the first place and on top of that you WILL end up dieing in those harder maps as well which will set you back a HUGE amount once well into the 90s. Those harder more risky maps should be giving the absolute best exp. More risk.. More Reward.

But that's simply not how it works right now so until that is fixed it doesn't really matter anyway if there is or isn't an exp penalty. Your not gonna hit 100 unless your no life grinding the easiest possible maps as fast as possible anyway. If you really want that exp doing the harder maps isn't the way to go nor is there any other real reward in doing them either. THATS the biggest problem with the exp penalty. THATS what needs to be changed. Then from there doing harder content will be more rewarding and if you die to that hard content its not gonna hurt near as much since you're at least getting the exp proportionate to the risk you are taking.

There is a fine line between Consideration and Hesitation.
The former is Wisdom, the latter is Fear.
Last edited by Demonoz#1375 on Feb 11, 2017, 4:36:31 AM
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Demonoz wrote:
The ONLY thing that needs to be changed as far as exp progression goes in POE endgame mapping content is the amounts of exp you gain proportional to the difficulty of the content you are doing.

The exp penalty is already completely bypassed every single league as it is by simply not touching a single map beyond T11-12 and rolling the easiest possible mods on maps so there's little to no fear of death. From there its all about no life grinding your way to the goal post. Yet if you want to play the harder higher maps in the T15 range the exp is still fucking garbage and takes a massive amount of time to the point it averages out to nearly the same exp per hour as the easy maps AND you have actually be in constant fear of death every single map you run. If not from the mobs and the mods rolled on the map then its the boss that hits like a truck yet the exp difference is almost non existent.

Why do you think people do the shaped atlas shit? Its the easiest way to lvl 100 with least amount of risk. Doing the harder maps is not gonna shorten the time it takes to get there in the first place and on top of that you WILL end up dieing in those harder maps as well which will set you back a HUGE amount once well into the 90s. Those harder more risky maps should be giving the absolute best exp. More risk.. More Reward.

But that's simply not how it works right now so until that is fixed it doesn't really matter anyway if there is or isn't an exp penalty. Your not gonna hit 100 unless your no life grinding the easiest possible maps as fast as possible anyway. If you really want that exp doing the harder maps isn't the way to go nor is there any other real reward in doing them either. THATS the biggest problem with the exp penalty. THATS what needs to be changed. Then from there doing harder content will be more rewarding and if you die to that hard content its not gonna hurt near as much since you're at least getting the exp proportionate to the risk you are taking.



Yeah, this is the most eloquent post regarding the situation at the moment. Unfortunately, GGG had a few chances to do so, but instead they waited and we ended up with the game in this state.

Hopefully, they will address this in 3.0 at least, if not in the 2.6 patch...
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
Consider death penalty as motivation to rewise your build.
I agree on decreasing the penalty but not removing it completely.
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Tempada wrote:
So, why not reward softcore players for surviving instead of punishing them for dying? I feel like there would be less resentment and better player retention if there was, instead of the death penalty, an experience multiplier that slowly grew, for example, based on map tiers completed without death.


This is the BEST idea i've ever read in this forum.
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Demonoz wrote:
Your not gonna hit 100 unless your no life grinding the easiest possible maps as fast as possible anyway. If you really want that exp doing the harder maps isn't the way to go nor is there any other real reward in doing them either. THATS the biggest problem with the exp penalty. THATS what needs to be changed. Then from there doing harder content will be more rewarding and if you die to that hard content its not gonna hurt near as much since you're at least getting the exp proportionate to the risk you are taking.

I'd like to see this addressed too. I wonder if GGG is happy with people farming mid tier maps for xp and high tier maps (requiring a super powerful/specific build if you're going to farm boss drops) for currency. The xp curve and gains in high tier maps do not make sense considering the risk involved (or the cost to sustain). And there's also, by comparison, crappy map layouts to consider. Strand is a beautiful single path that can be run quickly. Enter a form of Endless Ledge farming?
Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616
"
Tempada wrote:
XP loss on death is one thing that really bothers me about this game. Why does GGG punish you for something that's sometimes (and more often than it should be) out of your control? There are many insta-death scenarios that happen too quickly for a player to react, and when people argue a player "should" have reacted, they often forget that this has turned into an incredibly fast-paced game with visual indicators that are frequently difficult to see in the chaos on the screen. Exploding corpses and volatile enemies are especially awful (see here). Or people may die from connectivity issues, which we unfortunately have to suffer through in an online-only game.

The fact that people reach lvl 100 in hardcore within the first ( or second ?) week of a league entirely refute this, completely.


"
grepman wrote:
todays gamers love to be constantly told how great they are. and they cant take failure. and if its failure by RNG, oh my god they are LIVID. but my skillz !

and not only they expect this to happen in all games intended by the masses, but they expect it in hardcore games that are DESIGNED to punish players for making wrong moves.


you know how I learned to swim and how my kids will learn to swim ?

throw them into water. they will learn how to swim, badly at first. without someone telling them what they did wrong or right. your reward is not drowning. and you get to face adversity.

none of that carebear bullshit. fuck tutorials. fuck feelings. come get some.

but let me guess, this is 'outdated'. poor kids feelings. you need to pay instructor for 10 lessons to get your kid to doggy paddle.

More or less agree with that (but I have nothing against swimming lessons)
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Feb 12, 2017, 2:05:39 AM
I literally quit because of the xp penalty. tired of wasting my time.

easy solution: let players bank their xp, but only by cutting the xp bar in half.

e.g. you voluntarily (!) bank 20 % xp -> becomes 10 % for that level that can't be lost anymore.

so stronger players can still level at their speed, but normal players don't play for nothing (which is the case right now - WE SPEND OR TIME CHASING PROGRESS THAT DOESN'T HAPPEN)

and don't use the "no-life streamers reach level 100 in a week." that is not relevant whatsoever to the average player. those people are boosted by partying, account sharing, insider information (act 5 will have a beta again, btw...) gifts from subscribers and in certain cases also certainly real-money trading!!! all of which has nothing to do with the average player (except for partying, which I still refuse to do as it dilutes the actual difficulty of the game - you morons complaining how the game becomes "casual" have NEVER played it ssf...)
since I have no hope for significant game design improvements in this game I am officially done with Path of Exile. done for good
Last edited by LMTR14#6725 on Feb 11, 2017, 10:14:56 AM
Just stop dying...

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