3.0.0 taking away instant logout?

Spoiler
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Fruz wrote:
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sofocle10000 wrote:

My character that reached 97 is a proof that I tried going for 100 in your view? Now, when you could daisy chain easy maps just to get to 100? You seriously misjudge me Fruz.

Oh but am I ???
Why are you complaining about the xp penalty then ? I'm really wondering ...
( it's a joke, I don't because it's quite obvious already )

Let's show some of the many many posts where you talk about how you would like the exp penalty essentially reduced, on your "grind to 100" :
Spoiler

https://www.pathofexile.com/forum/view-thread/1831693/page/20#p14205787

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sofocle10000 wrote:

Keep the additional EXP penalty for daisy chaining Shaped Strands or Gorges post level 95, but reward from an EXP point of view the bad layout maps by removing it, and do boost the EXP that the Guardians/Shaper/Uber Atziri give so I, and everyone else be tempted to attempt those fights on the grind towards 100...


This only the one of many many posts of yours where you complain about the death penalty and would like to see it less harsh, even if its for higher maps ( that would still not be prefered since what matters is mostly the layout ) :

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sofocle10000 wrote:

There wouldn't be a problem with a removal/severe reduction of death penalty on Softcore as you already have EXP penalty that dumbs you while running circles on Shaped Dunes/Strands and Gorges, that might encourage pursuing higher tier content more even if only for diversity...


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sofocle10000 wrote:

I proposed a gradual increase in death EXP penalty that for the first 5 levels is 1% l, for the next 5 should be 5%, for the next 5 should increase to 10%, and the last should reach a 20% culminated with even a loss in level...

They should also add a reset cap of 10/25% of the EXP gained on the road to next level.

Which would make the exp penalty much, much less harsh, especially while running linear maps.


There is no incentive to progress past lvl 97 yet you bothered to get there in the first place ( when we do know that the grind becomes actually very long past ... 93 maybe, 94 ? or 95 ? I guess it's a little subjective ), even loosing half of lvl 96 (I could find the post but ....) and grinding it back ?

please .....
enough said.



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sofocle10000 wrote:
There should be no instances where auto-attack damage could drop your entire life/ES pool in a hit excepting untankable damage presuming you hit a few thresholds when advancing in the map tiers. Heck, that should be even possible with the instant logout system as it is.

And there are basically none of those, there are very, very, very few instances (volatile) and that's basically it.
And no, if you have little buffer ( some do, like 4k ), a single hit in the wrong conditions could kill you, for obvious reasons.

Please by all means, show me where I was "advocating that lag is the greatest enemy of HC players".
Fallacious, right ? putting words in other people's mouths.

Lag is one factor, and GGG makes the game accessible to most, and that is a thing, and a good one.


What killed my high lvl BHC char was the last room of the Putrid Cloister that I was trying for the first time, which was rippy as fuck, where playing it without instant logging out would have been unimaginable and straigth out dumb.
But you have basically never played HC anyway, you won't get it.


I see you're too deaf to understand that there is no "cheat" in logging out.
So please keep mumbling alone in your corner about how the game is unfair and allow instant logging out, and keep whining about the exp penalty again and again, because those are not going anywhere, and what would need fixing are your expectations.
Deal with it.

I will keep playing the game as intended.



People playing softcore only and bashing hardcore players for no reason (others than their own problem) are pathetic, period.

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allbusiness wrote:
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The_Reporter wrote:
Over the years, GGG has avoided that one like the plague. I'd be VERY interested to read or watch where this talk occurred if you have the info.



There's no avoiding like the plague, Chris Wilson in 2013 specifically stated that logging out is a legitimate strategy, and then later on GGG has verified that logout macros are legal. None of this is considered cheating by any stretch of the imagination. You would be stupid not to use logout macros if you're playing HC, it's just a mere handicap for no reason at all. It would be like SSFing in a trading league and then complaining that others are 'cheating' by trading.

They are not, basically none of the QQers here play HC.


My problem with additional EXP penalty is simple, it just doesn't feel fair. We have an artificial wall regarding character progression post 92, and no matter the way you look at it, it isn't improving our game enjoyment. And being hit with the same stick every time could be replaced with being hit by an increasingly bigger stick, as guess what, even in real life, the bigger the error, the bigger the punishment works a lot better that having the same punishment no matter the size of the error...

Let me remind that losing a level for constant deaths is a harsher side of EXP penalty that the one we have right now, and even starting with a smaller gradual increasing penalty and culminating with the loss of a level, is just a revamp, just like I said in another post:

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sofocle10000 wrote:
What I would propose is a gradual progression for the number of deaths that culminates with the loss of one level. The death EXP penalty should start from a fixed 5% amount for the first 5 deaths, 10% for the next 5, 25% for the last and and a delevel that blocks out the last allocated skillpoint with a further 10% EXP loss.

Make the system reset on level up for example, so you should always have a limited number of chances to get to next level just like now - while doing so you encourage staying alive, as the current 10% always lost are too unforgiving for certain instances and all the change will encompass a "reshake" of EXP death penalty.


Those other posts ask for EXP incentive to make players experience the "end game" and feel it profitable even EXP wise, propose an alternate way to increase the enjoyment of the sandbox experience offered in Softcore - as you already keep the spike damage high, the same amount of death penalty no matter what, so the additional EXP gain penalty for high levels felt as an unfair artificial wall placed just because they underestimated a part of their playerbase and it's OK to hit all of us at once => they didn't even think more about it, as reaching 100 in less than 24H by daisy chaining Shaped Strands has been achieved.

There is nothing wrong with trying to have the same linear progression on the whole leveling process, from 1-100, and I feel that GGG could have used better counters to people reaching top level in an ridiculously small amount of time.

That was my opinion always, and it won't change.

There is no incentive for me to progress without having "fun" post 97, and I bothered to get there in a crazy way, that was "fun" for me.

Having abysmall performance from 2.4.1 until 2.6, and me being ridiculously stubborn made me die 5 times consecutively versus a duo of berserking Abaxoths - it was the most dangerous fight I had in a while and I did vanquish them in the end, although I never profited from that, except due to having lucky Vaal corruptions on the gems that I was leveling - after I died at most twice versus unavoidable Volatiles when leveling from 94-96.

The last 3 levels require just more investment in grinding, and until GGG links map difficulty to character level, or adjust EXP progression so you feel that you are approaching you goal instead of just playing in the sand, I'll prefer to reach that end while playing a few maps on my main every week, even if it's going to take me years.

And that is quite different from me "rushing to 100".

Well, maybe I misunderstood your point here:

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Fruz wrote:

The "retarded" one shot damages are extremely rare, and funnily enough people pushing for ladder ( so the one going the fastest, aka taking the most risk in the content that they are running compared to someone going slowly ), are basically not subject to those.
It means one thing mainly : those one shot don't happen out of the blue at all, and not at a frequency that would actually threaten them to keep them from rushing to there.


as that leaves just connection problems a danger for those people that do play HC at the highest level and reach 100...

My bad if you were not implying that.

Oh, you're still thinking that us mainly Softcore players can't have an opinion about HC? Great, now I will definitely play HC SSF as soon as 3.0 (heck, even Beta hits). Just so I can get "entitled" enough...

That Putrid Cloister death is a fair one. But if you weren't stun locked you could have used a Vaal Immortal Call and TP out just the same.

I don't need to go "mumbling" anywhere, thanks for your interest. I post on a Suggestion and Feedback forum, trying to improve the experience for me and other players. And I expect that everyone here does the same.

Instead, I do find your attitude concerning. We won't come to a consensus regarding instant log out and the fact that this does influence the "one shot" potential that we have to deal with. And I'm fine with that.

But to think that we bash bash Hardcore players for no reason, when they prefer to cheat death by abusing a mechanic meant to improve another aspect entirely, and not even try to see the outcome of really dangerous situations as they can "coward" behind instant logout is at least lacking. Lacking in accepting that this playstyle influences the necessary damage spikes at least as much as other aberrations - having ES + VP healing full EHP per hit, having immortal Dischargers before etc. etc.

But just think about it from another point of view, like the suggestion proposed below:

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Nurvus wrote:

Right now HC is all about playing safe to avoid dying.
When you die, you have a long way ahead of your new character - because you'll keep playing safe to avoid dying.

Challenging your character in HC is absolutely useless. The reward is not enticing enough.

For that "flood" you speak of to occur, the majority of the players would need to constantly risk losing their characters - without instant logout - and survive.

If anything, that would cause a BIGGER item sink, not an item flood, because there would definitely be more deaths.

However, because you'd get items and XP faster from fighting stronger enemies, HC would be a lot more exciting to keep playing.


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 Jun 1, 2017, 6:30:12 AM
Of course there is some kind of wall to progressing past some point, if it was trivial there would be no achievement in doing so, and that is the whole point.

I know what you proposed, And I know that it would :
- encourage people not to take risks in difficult content, like trying Atziri for the first time at high level
- Make occasional deaths completely meaningless, which means turning the grind to 100 into something much easier once you have a meta build running.

You would obviously like that second part, because that's where you are at, and that is what has been keeping you from progressing.
But you started bashing people that actually did it @"it's no achievement duh ! people chicken out so it's really no big deal"
That's the only "problem" that I was pointing out there.
You really don't need to do that.

I never said that you where "rushing to 100", just that you tried, you might have gotten bored out of it, that's very likely, but would you have insisted more if the exp penalty wasn't there ?
Maybe, I cannot tell, I think that you would have gone farther, I might be wrong though.


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sofocle10000 wrote:

Oh, you're still thinking that us mainly Softcore players can't have an opinion about HC? Great, now I will definitely play HC SSF as soon as 3.0 (heck, even Beta hits). Just so I can get "entitled" enough...

Having an opinion is one thing, but starting discrediting people playing HC is quite another to be honest, and that is the problem I have with what many have been saying in this thread.


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sofocle10000 wrote:

as that leaves just connection problems a danger for those people that do play HC at the highest level and reach 100...

Not only, rippy but very well rolled corrupted maps can lead to situations where the damage is very spiky and does not kill you instantly.
Yet it can be very dangerous and it leads to situations where you have to log out on a "normal" (I mean not crazy es + very high crit dmg + instant leech) build.
But you have small windows in such situations, it is still dangerous, it needs to be done with a lot of caution, but it's not unavoidable.
And it is even more true with some builds I believe, more than others.


And please stop with Vaal IC, one single skill becoming mandatory for everybody ?
screw that seriously, that's the opposite of diversity.

Logging out is not only for allowing people with connection problems to have a better experience, it is also part of the whole overall balance, that is a fact, and as long as you don't put a disgusting script that instantly cut of the game from the internet when your life goes below a certain threshold, there is no abuse.


Instant leech is a completely irrelevant thing here, as said before, it's off topic.


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Nurvus wrote:

Right now HC is all about playing safe to avoid dying.
When you die, you have a long way ahead of your new character - because you'll keep playing safe to avoid dying.

Challenging your character in HC is absolutely useless. The reward is not enticing enough.

For that "flood" you speak of to occur, the majority of the players would need to constantly risk losing their characters - without instant logout - and survive.

If anything, that would cause a BIGGER item sink, not an item flood, because there would definitely be more deaths.

However, because you'd get items and XP faster from fighting stronger enemies, HC would be a lot more exciting to keep playing.

It really sounds like somebody that has never played HC here too, to be honest.
OBVIOUSLY in HC people avoid dying, like wtf.
But you have to challenge your character to a certain degree, otherwise you do not progress through the Atlas, you have to play well rolled maps to unlock maps, and get up your Atlas set up for mapping ( or just unlock everything if you like diversity ).
I wish that trading was more limited about mapping though, but even with trading you have to take risks to a certain extent, otherwise you simply do not progress, period.

And people will always, always eventually find the best compromise between safety and gains, and they will be safe, they will still find the sweet spot to reach level 100 with an optimized setup, and everybody won't just die.
You are so greatly underestimating players there .....
Really all talk :/.


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 Jun 1, 2017, 9:28:20 AM
We're not discrediting HC players. We're discrediting HC players who use instant-log scripts. Because those are only pretenders and should play SC where they belong.

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The_Reporter wrote:
We're not discrediting HC players. We're discrediting HC players who use instant-log scripts. Because those are only pretenders and should play SC where they belong.


Well thank you for showing us that you don't know what you are talking about, one more time.

Now if you are talking about automated script that set a threshold to instant log you out, then I take that back of course ( for this topic ).
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 Jun 1, 2017, 9:40:45 AM
I know more about this game than you ever will, my son.

I lump those auto ones in with the insta-log. They're all for wannabe's



You've been pretending many a thing so far.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Please happen, please be true.

Shut those frikking forum hardcore warriors the hell up.
Last edited by Snowflakesz#7105 on Jun 1, 2017, 10:19:04 AM
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Nurvus wrote:
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4gg_Spark wrote:
If you want them to remove features as instant logout they should remove lag aswell. Investing in more servers across the world seems to be the 1st step. Now once te do that, HC will be playable. If not, you need something like this to balance it out.


Instant logout is not balancing it out. It simply turns Hardcore into Chickencore.
You do not make the same decisions when considering instant logout as an option.

A proper compensation should be encouraging you to take risks through generous rewards.
HC should have a steeper scaling in rewards (XP, gear, currency) the higher the risks you take.

So grinding in a "dangerous" zone should net you considerably more rewards per time spent than grinding in a "safe" zone.


This, and if you don't agree with this the i quote Francis underwood, "i must make the choice for you, tell you what you want, what you fear, what you desire". hehe
Instant loggout, vaal pact and one shots are all on the same holding the game back package
Bullshit. I rarely log out and I only do so when I get lag spikes, desyncs or freezes. Things I have no control over and I'm thankful for not losing characters to these kind of things thanks to the instant log out. 90% of my death were because of such things. There are already enough situations that can literally one-shot you (or kill you so fast that you can't react anyway), so just let the people have fun and let them log out if they want.

If you think you are SO hardcore, then just dont use it and die meaningless death, but dont ruin the fun for other people.

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