Tackling the limitations of PoE: Part Two - Difficulty
" It will address zerging, but it should be limited regarding boss/monster regen when players aren't in the instance, so you could still portal out and in if needed. An increased regen rate by the time spent by the player not in the instance will do probably. That is a great way to encourage staying alive and don't "rage quit" upon death, but it should also reset on every level up. Not a bad way to address the death penalty and zerging problem at all... " I will also take Snorkle's word that GGG is trying to address the Volatile mechanic already, and hopefully it's rework should be ready for 3.0... 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... Last edited by sofocle10000#6408 on May 9, 2017, 5:03:32 PM
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" Oh, I'm well aware that Gary's post is hardly official company policy. The sad commentary is that ever since that post, we've heard absolutely nothing from GGG regarding Volatiles. Not even a non-committal "we're aware of the problem". Which does little to dissuade us that they do, in fact, think that Volatiles are fine the way they are. |
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" How can't you see that it would be the opposite ??? If bosses were balanced around the fact that you cannot instant logout, it means that there need to be a significant threat to people disconnecting otherwise nothing changes, but for the game to become piss easy. ..... PS : Aurabots can be very strong solo too, with a few tweaks. 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 May 10, 2017, 6:25:39 AM
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" If there is no need to burst people before they can hit their logout macro, then boss damage will be decreased. The fight will be more about conserving your resources than it will about dps and leech. Therefore, if a player were to DC for a short duration (1-2s) it is unlikely they will be dead, just in a bad place :P You can't fix things fully for garbage connections. |
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" Then anybody will be able to just logout since without damage spike, it will be much, much easier to see the danger coming, and since 1-2 sec would not be lethal, it would be even easier to log out and chicken out. There is just no way around. If you allow people with bad connections to survive most crashes, it means that people will be able to exploit it, period. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" There should be a 10 second timeout when logging out/dcing somewhere that isn't town or hideout :) |
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" Then people crashing will be penalized all the same. I'm not saying that balancing around logging out instantly is the best way to do in PoE ( altho I do not mind it, I understand why it's there ), however if you do not want the spike damage and instant logout, it is more likely that people disconnecting from a crash will be more penalized than now. 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 May 10, 2017, 6:44:31 AM
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" This one is what we need exactly, glad i read the posts this time, cause i just wanted to say the same method anyways.. This thing would be great for new players too not only high-end ones.. Because there are always new things to experience and ppl might be afraid of trying, example: The first time i tried Atziri, i didnt knew yet if im able to defeat her, so i was afraid of death and only because of this, i leveled up and tried it with 0% exp. ...in the end i died till i lose all the portals, so that 0% exp method wasnt painful. So in similar case, tryin out things on any percent of current exp, with the bless in our hearts (to get atleast a buff for gettin back the loss faster) would be the greatest implement in my opinion! |
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Below 80: no penalty at all. Free zerging of content.
Below 90: Lost xp is gained back rather quickly, unless you drop 60% with 6 deaths in a row. After 90. I get in the habit of trying crazy shit once I leveled up, and I play longer periods of "stuff I can handle" to maybe grind a level or two, if I feel like it. When I die, I lose ~2-3 maps of xp. After 92: I don't. Doesn't seem worth it to me. I don't really like the current system, but I got so used to it that I would probably miss it. 3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
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Also, my 2c on the death penalty thing.
The purpose of the death penalty is to prevent players who frequently die from reaching very high levels, correct? Which is a good thing. At the same time, losing 10% of your XP to some out-of-the-blue oneshot (of which there are plenty in the game) is not fun. It also discourages people from challenging themselves, because one tough fight can mean losing your entire progress to the next level from just a few deaths. So here's what I'd do to fix the bad while keeping the good. Remove XP loss altogether. Instead, when you die, your character gains a special, persistent debuff that stays with him even after logout. The debuff causes 50% less XP gain in Cruel (or whatever the post-Fall equivalent is), and 100% less XP gain in Merciless. This value can be eroded, 10% at a time, by slaying X million XP worth of enemies (before any modifiers of course). So after the first X million, it goes from 100% to 90%, and you start gaining XP again. After another X million, it goes to 80%, and so on. If you die again, the debuff effect is reset to its full value. Let's look at the implications: - People who die all the time still make no progress, because they never leave the "100% less XP" state. - If you died once, there's virtually no penalty to jumping back into the same fight straight away and potentially dying again. So when you die for the first time, you sort of get a free pass to at least finish the content you were doing and enact your revenge on the sonofabitch who killed you. But if you want to start earning XP again, you'll have to stay alive going forward. - Ostensibly, more challenging content grants more XP, and thus erodes the debuff quicker. This isn't really true in Shaped Strand of Exile, but in a more ideal world it would provide an incentive for people who just died to keep doing challenging content. - Psychologically, the nebulous knowledge that your future XP gain is impacted is much less jarring than seeing your XP bar get obliterated in an instant. The end result may be the same, but the presentation is easier to digest. |
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