XP Death Penalty level 90+

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ghoulavenger wrote:
But the grind isn't really the emphasis of the game to get to level 100 -- the emphasis is on clearing maps quickly, ignoring loot and skipping bosses (playing efficiently). Making the death penalty lower, or xp faster for slower clearing builds doesn't really change that.


This here is the problem. The affordances in this game are completely fucked.

What is rewarded is efficiency, not skill NOR grinding, and efficiency is determined again not by skill but by copying the opie-op meta and ignoring a great deal of content (loot, bosses, and high-level maps).

The "metagame" is, by definition, "that which lies next to the game." That is to say, outside the game.

Thus players are rewarded with high levels not by PLAYING the game but instead by "gaming" the game: I.e., exploiting unintended (or sometimes, I am very sad to say, intended or at the very least tolerated) imbalances in game design. Usually horribad imbalances.

Those who actually try to play the game on its own terms are the ones who will never see the number 100. Is it any surprise that such players are so demoralized by the death penalty? Does PoE truly become a better game by punishing those players in order that those who exploit imbalances get to have a sense of "pride and accomplishment?"

Because make no mistake: That is precisely the compromise that characterizes the status quo.
Wash your hands, Exile!
Last edited by gibbousmoon#4656 on Apr 13, 2018, 4:38:56 AM
I will never see 100. Shit I may never see 93. My highest toon is a 92 AW totem build in Standard I use as a boss killer for my other characters. After level 90 I rarely care if I die, and only think about the next level if I happened to luck into 75%+ of the current level without dying. And as I push the envelope after level 90, because eff playing safe all the time, that rarely happens.

I am not demoralized. And I support the penalty. Someone else mentioned the odd time on the WAY to 90 where you just seem to have a horrible strip of bad luck and die 2 or 3 times quickly and log off in a huff - but that wears off quickly enough and then back to the grind. Admittedly that 88 to 90 grind also tends to "err on the side of safety", ie no bosses, breaches, essence monster, abysses, unless I am OP (ie block sunder build that can only die to high one shot damage).

But then again I am probably the exception, not the rule? I play because I enjoy the game, the maps, the potential for loot (however slim), the diversity in skills and builds, and I couldn't give two shits about ladders, PVP, other players accomplishments, etc. And I don't trade.
Last edited by Slaanesh69#4492 on Apr 13, 2018, 10:13:11 AM
"
gibbousmoon wrote:
"
ghoulavenger wrote:
But the grind isn't really the emphasis of the game to get to level 100 -- the emphasis is on clearing maps quickly, ignoring loot and skipping bosses (playing efficiently). Making the death penalty lower, or xp faster for slower clearing builds doesn't really change that.


This here is the problem. The affordances in this game are completely fucked.

What is rewarded is efficiency, not skill NOR grinding, and efficiency is determined again not by skill but by copying the opie-op meta and ignoring a great deal of content (loot, bosses, and high-level maps).

The "metagame" is, by definition, "that which lies next to the game." That is to say, outside the game.

Thus players are rewarded with high levels not by PLAYING the game but instead by "gaming" the game: I.e., exploiting unintended (or sometimes, I am very sad to say, intended or at the very least tolerated) imbalances in game design. Usually horribad imbalances.

Those who actually try to play the game on its own terms are the ones who will never see the number 100. Is it any surprise that such players are so demoralized by the death penalty? Does PoE truly become a better game by punishing those players in order that those who exploit imbalances get to have a sense of "pride and accomplishment?"

Because make no mistake: That is precisely the compromise that characterizes the status quo.


+1 it is nicely put.
it is quite frustrating that people continue to claim that the penalty is fine and that you just lack the skill when it is just more efficient to skip any interesting encounter and swat flies for hundreds of hours.
People who say the penalty is fine are probably the ones playing tanks. Of course they think it's fine, almost nothing can kill them. If the penalty were 100% they would still say it's fine, because, again, they don't die anyway.
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M4gnific wrote:
People who say the penalty is fine are probably the ones playing tanks. Of course they think it's fine, almost nothing can kill them. If the penalty were 100% they would still say it's fine, because, again, they don't die anyway.


No, even people with tanks heavily criticize the current death/gain EXP penalty combo.

And it will never be fine, until the focus on unavoidable untankable damage that "one shots" "moar" than 99% of the playerbase is transformed in an attrition and tactical based enticing gameplay.

Heck, even the so called "Labyrinth" with it's supposed "rite of passage" is hurt by the ASININE (yes, you read it correctly) decision to not use the goddamn RNG (which is overwhelming in every other goddamn piece of content) to randomise the Ascendancy points runs. Talking about "missing the mark" by a "landfill"...

@gibbousmoon is totally right. His comment needs to be read by all of GGG until they comprehend it entirely. Their current status on these problems show us they really need to take a hard, long look and IMPROVE this obsolete system that is just a "place holder" for one that PoE truly deserves...
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...
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Lorcain wrote:
To GGG:

The death penalty is too high after level 90 especially when you die so quick you cannot see what the hell happened.

I have raged quit for the last time and ggg will no longer get any more support from me.



Spelling mistake edit.
I think their should be a death penalty, but in response to the last thing you said, I think the game should have a death log to see exactly how you died.
I'd just like to offer a different perspective. Everybody wants to get lvl100, but for two very different reasons:

1) The people that want to truly complete their character. Those passive points are needed to truly unlock the maximum potential.

2) The people that just wants to reach max level. They don't care about the passive point. They're doing it for the leaderboards, sense of accomplishment, or just an added challenge.

Most people that belong in category 1 just gives up at around lvl90, judging by the title of this thread. They are the ones that have a problem with the death penalty.

Most people that belong in category 2 inherently doesn't have too much problems with the death penalty. After all, they're not really doing it to get anything out of it and a harder road means a bigger sense of accomplishment.

My proposal is to separate the level needed to achieve the goals of these groups, since lvl100 is utterly unreasonable for Group 1. Here's the original thread-> https://www.pathofexile.com/forum/view-thread/2130405

Here's the copy-paste, though it's a pretty long read:

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North2 wrote:
Preface: In all my years of playing PoE, I never had any real problem with Uber Atziri. I always kinda wished it was cheaper to enter, but it was understandable. However, I seem to instinctively have a huge problem with the drop rates of high tier maps currently. Why? What's the difference between these two end-game contents?

The answer: We're actually looking at two different things. Uber Atziri has always been "Bonus Content". Much like the Ultima Weapon in Final Fantasy series, Uber Atziri isn't really required to get through all the main content of the game. It's something that's out of the way and it's the player's choice to go after it if they really want to.

Now let's look at the Atlas. From what I can tell, the Atlas is part of the "Main Content". At the very least, if this was supposed to be "Bonus Content", then it is presented terribly. The atlas itself shows a web of maps that all leads to the center, where there's a big star that represents the final boss. Zana constantly reminds you of your progression. There's even a storyline that leads up to the final encounter. And, it's simply what you do once you beat Kitava. The Atlas is not out of the way for the player, it is simply the natural progression of the game.

The problem with the Atlas currently is that while everything about the game tells us it's the "Main Content", the drop rates of maps treats it as "Bonus Content'. This just will not do. The drop rates need to be reverted to how it was in Harbinger league to put it back in line, since anything that's "Main Content" should be easily accessible as you progress through the game.

~~~*********~~~

While we're at the topic of Main Content vs Bonus Content, let's look at level caps. There's two different level caps in any game: the "functional level cap" and the "physical level cap". Take Diablo 3 for example. The "physical level cap" is 70 for the character, while the "functional level cap" is infinite with paragon levels. Separating the two level caps is usually a great idea for ARPGs, since it gives that sense of "Main Content" vs "Bonus Content". Indeed, Paragon levels in Diablo 3 feels like bonus content that nobody is really forcing you to go after.

Now let's look at Path of Exile. The "Functional level cap" and "Physical level cap" are both lvl100. You need to get to level 100 to get the final passive point. Without it, your character is never truly complete in the functional sense. While this may not be something people think about too much, I'm sure it's a nagging feeling that's in the back of most players' heads. We need to separate the two.

I'm not suggesting adding Paragon Levels because I think that's a terrible idea for PoE. Instead, I suggest simply giving all the passive points that a player can ever attain at lvl95. Possibly lower, but let's just start at 95 for the sake of discussion. Distribute the remaining 5 points that you would get from 96-100 wherever you want. Storyline, extra quests, I don't care. Very simple.

This way, lvl95 is the "functional level cap", which can be considered the "Main Content"(note that this is opposite of D3, but that's fine. The important thing is to separate the two level caps). Once you get lvl95, you can consider your character fully complete, at least level wise. Lvl96-100 then becomes "Bonus Content" that players can choose to go after if they want to.

Nobody that grinds past lvl95 is doing it for the measly extra passive points anyways. They're doing it to either challenge themselves or get up in the leaderboards. What can we give them instead? Trophies! Something that they can put in their hideout that reads something like, "TornadoMan - lvl97 Deadeye - Bestiary League" when people highlight over it. This is something that these people would appreciate far more than a single passive point.

In summation, we really need GGG to start giving a little more thought on what "Main Content" and "Bonus Content" should be, and stop mixing the two together.
www.twitch.tv/Sushin for various games, generally laid back
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M4gnific wrote:
People who say the penalty is fine are probably the ones playing tanks. Of course they think it's fine, almost nothing can kill them. If the penalty were 100% they would still say it's fine, because, again, they don't die anyway.


People with tanks are even more likely to have a problem with the experience penalty. To explain why, I'll quote a post from another thread (makes more sense than typing it out again):

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gibbousmoon wrote:
In fact the only compelling argument I've ever seen for keeping it in the game is that it prevents people from going full-on glass cannon. But if you look at reality, you see that isn't the case at all: Glass cannons reap their experience benefits from trash mobs in maps, not bosses, because, with the exception of those playing truly broken builds, they know better than to step into those arenas. Trash mobs are not a threat to glass cannons, and if anything are less of a threat than they are to players who deliberately build defensively.

Now, I've just brought up two problems with the game that are directly connected to this issue:
1. Map bosses do not give significant exp relative to the map as a whole.
2. Players who build defensively are penalized, not merely in spite of the exp penalty but in fact because of it. This is devastating to the morale of such players.

I expect GGG will eventually fix issue #1, but who knows if they will ever fix #2, or if they even can. (Remember when they talked about finally making armor effective against big hits? Yeah, me neither.) And under this particular set of circumstances, the experience penalty is not good for the game.

I personally don't have a horse in this race, because I'll never even bother trying to level a character above the early 90s and am pretty relaxed about it at earlier levels besides, but I do care to the extent that it is having a negative impact on many players' experiences and therefore on the game as a whole.

The REAL reason the experience penalty remains, and so many support it, is much simpler than anyone wants to admit: conservative mindsets. "Change is bad, man."
Wash your hands, Exile!
death penalty is fine as it is.

it forces you to fix your build and invest in defenses not only dps.
i am currently level 99 in Bestiary. havent died in last 2000 maps.
so its easy possible if you plan your build and learn how to play skillful.

Last edited by Monkeyface#7689 on Apr 14, 2018, 4:12:03 AM
It's boredom/lack of progression feel.

Even if there was a 'EXP Lock/Unlock' where you gain no EXP but don't lose any.
You could, every few days, you can go do some 'fun content' with friends.
Brake up the weeks of same easy clear trash.


There's also the issue of... you really want to setup a EXP grind build/maps/sextant.
Usually focus only on the 1 map, over and over and over.
At the very least, very comparable 'fastest not funnest'

There's also, people with a life problems.
There's a reason Chris himself hasn't got 100, that's prob not he's a soft noob with no passion or drive.
Even if you decide, F leagues, I'm going to level my char for the next year or two, in the time I get after work/party... The nerf & changes cycle usually makes your fave toon, lots weaker, or lots less fun to play, to 100% just dosen't work anymore.


On the flip side. I kinda respect that it's crazy.
It's kinda cool that you build for 'Uba Lab farmer' or 'Speed Clear farmer' or 'Scary Boss Killer'...

But I actually, kinda think D3 dose 'the treadmill' better. (Don't rage, PoE anyday!)
That you get to 'max level' in a sane time, then have another 'background level' for the crazys to chase. Is how lots of new games have done it.
That way you feel 'constant progression' each day.
I also like the idea of a 'infinitely harder' push it and push it other type of endgame. (Like GRifts)

What's the point in getting mirror worthy gear, if you 1shot everything in chaos's of gears, and don't even farm the 'hard content' to get your 100.
What do you do when you get 100? Get Demigods to be HUGE and afk in town?

I'd love to see a perma carrot on a stick, system added along with what we got!

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