for everyone who wants a challange

"
Fruz wrote:
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)

Yes, really.
Especially when you are already disengaging from the game because the penalty is burning you out.
I think many players are fine with the route to 100 taking several years as casual players. What is not fine (at least in my case) is negative progress.
"
ACGIFT wrote:
Yeah, from a design perspective, the 10% EXP penalty really brings nothing to the game. As you mention, people who want a real penalty for dying... Play hardcore.

I mean, some casuals might think that it's meant to slow the race to 100, but... Again, two things:

  • Few if any of these players ever die to begin with, thanks to the party they constantly have supporting them.
  • In reality, the only ladder people really push competitiveness for is the HC SSF ladder, which... Again, has its own punishments. (1 death = you lose entirely)


Also weird that the 10% experience penalty still applies to HC deaths; it seems redundant. After all, >95% of all HC characters that die are just getting deleted in the following 30 seconds, so what's even the point?

So balance-wise, it largely seems to just act as a "wall" to SC players who aren't pro-streamers. (and hence have an army of fanboys/guildmates to back them up) This isn't exactly beneficial to the game at all.

The game is now (counting alpha) around 7 years old. Some existing mechanics that have remained unchanged, naturally, should be looked at.

(also, InB4 all the white knights who wanna rush to defend the "honour" of the status quo)


Yeah the 10% on HC is just funny, imo, the penalty could stay as is, IF > tier t15+ maps gave more xp (while maps of t11-14 gave less xp at level 95+), SPECIALLY THE BOSSES, and i mean way more xp on bosses, something like 0.7 to 0.3% per boss kill (level 95 gets 0.7%, 96 gets 0.6%, 97 gets 0.5%, 98 gets 0.4%, 99 gets 0.3%) for t15 and double that for shaper's guardians.

Or, the penalty could be reduced to 5% at level 95 +, specially because the xp at those levels has been constantly nerfed in the 2.4 - 3.0 patches i think.

Currently, the xp penalty only punishes people trying to have fun through challenge (map tiers higher than 12+), because most of the guys who get level 100 only spam the same easy map with sextants and maybe alt+ regal double beyond, maybe pj's or beachheads rota while havinga a support with them... which makes the grind a piece of (deathless) cake. Therefore, they are untouched by the death tool and get to level 100 in a few days of league.

Imho, reduce the xp of tier t11-14 maps, also reduce the xp gained from spamming the same map, while increasing the xp of doing different and challenging high tier maps.
Buff life on the right side of the tree! Just a little! Pretty Please!
Last edited by The_Risen#6326 on Sep 30, 2018, 11:55:19 AM
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SpectralDrake wrote:
When dying, the slow player loses one fourth of his progress for the week, and the other loses 1/24th.

I understand, on one hand, I think that doing something to less punish the very slow player will not be game breaking at all and could be less frustrating, but on the other hand, it's not super fair to efficient players ( who should not care probably though ).

I mean, I'm really against the penalty removal or reducing but ... something of that kind, I'd personally would be fine with.


"
MrTremere wrote:
Especially when you are already disengaging from the game because the penalty is burning you out.
I think many players are fine with the route to 100 taking several years as casual players. What is not fine (at least in my case) is negative progress.

I don't doubt that such players exist, I think that they are a very drastic minority.

I think that getting to lvl 100 should be difficult, and that penalty is like the last thing being actually difficult imho.
Smoothen it a little bit for people with a low xp/h ratio as suggested ? Why not if tuned properly, I don't think that it would hurt the game.



"
The_risen wrote:

Imho, reduce the xp of tier t11-14 maps, also reduce the xp gained from spamming the same map, while increasing the xp of doing different and challenging high tier maps.

As much I was had been suggesting something like that in the past, now, you are supposed to play around sextants at red tiers I think, and playing against sextants often mean running the same map at least twice in a row.
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, 1:18:42 PM
"
gibbousmoon wrote:


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.


re: 1. my argument stands on its own. which is why no one's even trying to refute or dispute my argument - the facts are all on my side.

re: 2. wtf are you talking about? now i posted that to make someone look bad? in what world does that even make sense? if someone 'looks bad' with their own statements quoted, how is the action on me instead of the one who posted it? my god.

and AGAIN - it wasn't out of context. it was the SAME post from the same person at at the same time on the same subject. ffs.

re: 3. hypocrisy is a noun. if there was any attack, it was on the poster's hypocrisy. just as i said. repeatedly.

i don't know why you're soooooooooo hung up on this.

FACT: poster said "fuck off" and then closed the post with some pompous call for civility.

how many times was i accused of being a troll in this thread? like 10.

how many times did i namecall ANYONE? 0. literally 0. never happened. personal attacks? 0. never happened.

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"
SpectralDrake wrote:
"
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.



so you think the better player should be punished more severely than the worse player? and you think it makes sense? yes, bad decisions should be rewarded!

a+++++++++++++++++++++++++++++++

this thread looks like an "attack" on egalitarianism/meritocracy.
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It makes perfect sense. If you are playing slowly that means you'll die less because you are more cautious and take your time instead of going straight in headfirst and eating damage. So on average you'll have less deaths than the player who goes super fast. If that's not the case the reason that's not the case is simple - the faster player invested more time into gear/game knowledge and thus deserves to progress quicker than the slower player does.

Imagine someone at a production line doing more work than his fellow but also making more mistakes. Now imagine the same guy not only being faster but also making the same number of mistakes as the slower dude. Who is better and who is gonna get laid off quicker?

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"
robmafia wrote:
so you think the better player should be punished more severely than the worse player?

I thought the idea was based on how may hours they played, not how good they were at playing? Someone who has more time to play isn't necessarily the better player. Maybe we shouldn't conflate the two.

In thinking about this general scaling penalty concept though, what is the difference between this approach and providing an XP per hour bonus that builds up the longer you're offline? I think most players would be against that type of system yet isn't that basically what is being suggested with the death penalty being scaled based on play time? Isn't this just back-ending the bonus when you die? Maybe that's too simplistic of a way to look at it but it's a question I have about it.

Another concept that I think would be important in such a change is that what you're doing when you die should matter. I've I die fighting Chimera with rippy rolls I should be punished differently than someone who dies to complacency while chaining burial chambers, shouldn't I? Just another aspect I think is worth examining.
POE Serenity Prayer: GGG, grant me the serenity to accept the RNG I cannot change,
the courage to challenge any unbalanced content, and the wisdom to avoid the forums.
Mad: "Oh, it's simple and if you insist... I just think you're a dick. That's all."
QFT: 4TRY4C&4NO
since they were essentially talking about xp/hour, 'better' seemed appropriate.

dying is dying. 10% is 10%. fair is fair.

penalizing better players for being better/faster/whatever is absurd.

i made participation trophy jokes through this thread. we've apparently found a way to go even lower. now we're trying to punish the better players. trigglypuffism has saturated gaming, i see.
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Last edited by robmafia#7456 on Sep 30, 2018, 8:30:54 PM
"
robmafia wrote:
since they were essentially talking about xp/hour, 'better' seemed appropriate.

I can see that, but given two equally skilled players advancement is, as you have pointed out to me before quite vociferously, simply a matter of playtime.

So for the guys proposing this method, I'd like to suggest an example for my own clarification. Two characters, both level 95. One is chaining BC maps 16 hours a day every day. The other plays 2 hours a day 4 days a week and runs the highest tier maps he has, averaging T13, and does nothing but chisel+alch+go. The latter player will have a much higher XP/hour ratio while the former player is playing a lot more hours so may earn more total XP. I feel like this is a rational example but please let me know if you disagree. Who gets punished more in this scenario and why?

If I've been reading correctly, the 16 hour per day guy will get punished more. Unless rob is right, in which case the higher XP/hour guy will get punished more. So for my own understanding, which is it? Or have I misconstrued the entire premise?
POE Serenity Prayer: GGG, grant me the serenity to accept the RNG I cannot change,
the courage to challenge any unbalanced content, and the wisdom to avoid the forums.
Mad: "Oh, it's simple and if you insist... I just think you're a dick. That's all."
QFT: 4TRY4C&4NO

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