for everyone who wants a challange

"
Jackalope_Gaming wrote:
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robmafia wrote:

it's funny that most of the criticism in this particular thread comes down to people literally complaining about having to think. having to decide risk:reward. it's only like... the basis of the game/genre.



Your assessment of risk to reward is not going to be the same as others, and that's why there's this discussion in the first place.

Some players are willing to take risks and even get enjoyment out of doing that. However, others are not so willing to risk their entire character in the case of hardcore. And even in softcore there's a divide where some people would find the game far more enjoyable if it didn't have the XP penalty.

For some, the XP penalty is more motivation to improve. Those players are the type who will try to rise above a challenge and even make large leaps.

But then there are those who find the XP penalty is demotivating because the risk versus reward that works for them is often very little risk for rather little reward. They'd probably be okay slowly acquiring currency through the chaos recipe and running magic maps and then maybe by the end of the league they'd hit 97ish even without XP loss though the occasional one who has more time could get to 100 with a cookie cutter meta build.

Or there are simply those who feel the loss of time and effort (but not XP) is enough to force them to improve.

Hm, I wonder if I could have just shortened this whole thing by talking about the three stereotypical types of players: Spike, Johnny, and Timmy.


In short, they call it risk-aversion. It is actually a verified scale of personality type in big-five theory. That's why it is also so goddamn stupid to pigeonhole every player into one type and keep on claiming everyone else who thinks differently is wrong or a bad player.

I believe one can also make a case that accomplishing 100 is irrelevant to many -yet again, I myself like having all masters at max level, even though I know it is irrelevant and there is not much to gain in real terms for having Leo 8 in PvE. Accomplishing these things is a big part why I play games like PoE in the first place. It has nothing to do whether I am a 'good' or a 'bad' player. It's the general approach on what makes playing the game fun and what makes logging in feel like a second job.

Oh, by the way -I am not for removing XP penalty on death entirely. For me it is about its excessive severity for a casual gamer, when you can lose your entire weeks worth of progress or more on death. Just to clarify my position.
10% is 10%. be it an hour, a week, or a year.

scaling it like suggested would essentially punish better players for being better and reward those who are worse. it doesn't really make sense.
[Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
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LaiTash wrote:
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vmt80 wrote:
They can stay on playing HC. But if there is a problem there, let me give out a suggestion: why not make it so HC death results in deleting the character outright. That way HC players stop meddling in game modes which they don't approve anyway.

Right?


Emm, wrong. We're "meddling" not because we go and play standard after character death - most of us never do that - but because except for the different death penalties and SSF/trade rules it's the same game for all of us. When a balance tweak happens, it happens everywhere. And since most PoE players play SC, GGG will always consider SC first when making balance changes. We'll benefit nothing from removal of death penalty in SC, but we'll suffer the same consequences, be it reduced drop from endgame content, even more rippy on-death effects, or skill nerfs.

And yes, 10% is not even a penalty.


Fair enough. Happily your well-mannered post also reveals how these things work both way. That is why many SC players are not happy with the current system either. You can check my above post where I argue it has nothing to do with being a bad or skilled player, either.

The way XP penalty is scaled means that progress-wise SC players feel they are de facto playing HC mode after hitting level 95 or so. I feel it is the scaling of penalty which is the problem, not the penalty itself.

(To be honest, my suggestion in your quote was meant to be provocative, since some HC players are acting here like all SC players are sh*tty as hell -and yet a few has openly admitted they keep playing their toon in SC after experiencing a HC death)
Last edited by vmt80#6169 on Sep 30, 2018, 4:17:28 AM
As Nichelle stated earlier, please try to keep the discussion here civil.

We understand that there may be some strongly differing views on this subject, but please keep the debate focussed on the topic, not the character of other players. Thanks!
"
Fruz wrote:
"
MrTremere wrote:
(...)

I get where you are coming from there, but in a way it would be an incentive of not playing too much, would it not ?

"I've done 5% of my level 95 today, to be sure not be hit by the penalty ... I'm going to stop playing poe or stop playing on this char for a while"
Do you think that's a road GGG would be smart to take ?
I don't think so.


If you have a sensible penalty, rather than the current one, players are unlikely to consider that it is better to skip playing to reset their penalty counter than to keep on playing at their current pace. At worse, some casual players will skip a few days in order to attempt very hard content, but I guess that if they are at that point, then the current penalty would most likely simply make them quit the game or skip said content altogether.

Also, if the penalty pushes some players to try playing alts, then I consider this a win.

Now I know my suggestion isn't perfect, but the question is rather: is it better than the current one? I can't be sure, but I would for sure be interested in seeing it be tried in a temp league, rather than being outright dismissed because it's not absolutely perfect.
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Wladicorist1 wrote:
-10%?? small??
dude
you do maps
you lose 1 portal on death plus you lose 10% exp every time ...
death is punishment enough
i died yeah but -10% exp wont make me better it just disappoints me and wants me not to play the game anymore


Mmmm my advice is you look at the hardcore ladder and see what these players are doing when they build a character. I'm noting also that you havn't had a character pass level 95 which is essentially the real barrier point. People can play this game for a long time but also do thing wrong for a long time... the thing that helped me pass the 95 barrier properly was making characters that are "balanced" over characters that want to do as much damage as possible. All of this advice at the same time as agreeing with you in a lot of ways. I've felt for a long time the -10% XP thing is just moronic. It's essentially forcing players into a HC like experience and it's also one of the things that has driven me off the game plenty of times.

When you see a character losing 10% xp at lvl 96, 97, 98, 99 respectively, it burns your brain out instantly. I think this is one of the sole reasons Path of Exile struggles with player retention on a constant league for league basis.
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robmafia wrote:
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SisterBlister wrote:
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robmafia wrote:
"quote" is the keyword. you said those things... and you said them in the same post. your hypocrisy isn't my fault.

You do not understand the difference between words and sentences? [Removed by Support]

Barely off probabtion and already you are trolling again. Have you not learned anything?


*ahem*

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SisterBlister wrote:
...
Fuck off.

...
Please refrain from personal attacks or jabs and let's try to make this a productive discussion. Thanks!


you said blatantly hypocritical things in the same post, but if someone points it out, they're apparently trolling and in the wrong somehow.


1. Accusing someone of hypocrisy doesn't magically make your own argument more compelling. Quite the contrary: It merely demonstrates your own failure to understand why the person you quoted might make seemingly contradictory statements.

2. ...But the reason is quite simple in fact. You quoted each without context. And you (quite blatantly) did it in order to make the other person look bad. In journalism and other rhetorical circles, this is frowned upon for obvious reasons: It is intellectually dishonest. (Yes, you can "literally quote" someone and still do this, as you yourself have demonstrated.)

What you did is also known as "quote mining," and it is a kind of informal fallacy. Look it up and try to understand it if you are interested in not repeating your mistake. (Yes, I realize I sound like a dick when I reference logic jargon. Try to give me the benefit of the doubt here--I am genuinely trying to help you.)

3. Personal attacks in general (including accusations of hypocrisy) make the forum a far more unpleasant place. Knock it off, mate.
Wash your hands, Exile!
Last edited by gibbousmoon#4656 on Sep 30, 2018, 9:22:35 AM
"
robmafia wrote:
10% is 10%. be it an hour, a week, or a year.

scaling it like suggested would essentially punish better players for being better and reward those who are worse. it doesn't really make sense.

.. according to you.
To me, it makes perfect sense.

Disclaimer: for the following, I'm just throwing numbers out, haven't measured/calculated this or asked anyone. You are welcome to supply more accurate numbers if you can.

Let's say a casual+slow player plays 3 hours per day.
With the current dp, if he dies at lvl 90, he loses 2? hours worth of xp - basically loses most of the progress for the day.

Let's say an intense+fast player plays 9 hours per day.
With the current dp, if he dies at lvl 90, he loses 0.5? hour worth of xp - barely noticeable, regained easily.

So, the current (static) dp actually encourages an intense+fast playstyle, and/or punishes a casual+slow playstyle, depending how you look at it.
No wonder Queen of the Forest is so popular.

With a death penalty dynamically scaled from the xp gained in the last 3 hours of play, both would lose a similar amount of time, measured in xp.
Player numbers are plummeting.
Last edited by SpectralDrake#1212 on Sep 30, 2018, 10:18:36 AM
"
robmafia wrote:
10% is 10%. be it an hour, a week, or a year.

scaling it like suggested would essentially punish better players for being better and reward those who are worse. it doesn't really make sense.

I would not go as far as saying that it "punishes" better players are they will not really loose an advantage over bad ones, but I can't disagree with your point either.



"
vmt80 wrote:

The way XP penalty is scaled means that progress-wise SC players feel they are de facto playing HC mode after hitting level 95 or so

That's what PoE has always been about though ...


"
vmt80 wrote:
when you can lose your entire weeks worth of progress or more on death. Just to clarify my position.

Could we please stop with such nonsense please ?
An entire week of progress ? really ?
You mean that going to the next level is going to take you 2 and a half month without dying ?
Can we accept the fact that such goals are just not realistic goals for actual casual gamers and move on ? (I really don't think that there is a problem with that)

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SpectralDrake wrote:
Let's say a casual+slow player plays 3 hours per day.
With the current dp, if he dies at lvl 90, he loses 2? hours worth of xp - basically loses most of the progress for the day.

Just to point out one thing here :
A casual, actually casual players does NOT play 3 hours per day, this is not casually playing the game.
3 hours per week, alright.

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 Sep 30, 2018, 10:07:37 AM
"
Fruz wrote:
"
SpectralDrake wrote:
Let's say a casual+slow player plays 3 hours per day.
With the current dp, if he dies at lvl 90, he loses 2? hours worth of xp - basically loses most of the progress for the day.

Just to point out one thing here :
A casual, actually casual players does NOT play 3 hours per day, this is not casually playing the game.
3 hours per week, alright.

I was actually thinking 'on weekends', but I guess that never made it into my post.

Fair enough, let's say a slow player plays 6 hours per week, and an intense+fast player plays 12 hours per week.

I'll also adjust the numbers of time lost to 1.5 hours and 0.5 hour, respectively, if dying at lvl 90-something.

When dying, the slow player loses one fourth of his progress for the week, and the other loses 1/24th.
Player numbers are plummeting.

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