for everyone who wants a challange

"
Fruz wrote:
Spoiler

"
MrTremere wrote:


Back to the topic:
Maybe the solution would be to have a mix of flat and variable penalty?
Like 1 or 2% flat, and the rest being based on your XP/hour?

1 or 2% would not be enouhg imo.
For this to work, put 4 or 5% flat, then the rest scaling on the couple of last couple of hours were xp was gained on the character ?



Would get behind a flat 5% death EXP penalty combined with a scaling component for the last 5-10 hours where EXP was gained on the character as long as TencentGGG don't mess up the scaling and miss the mark into making that penalty more punishing for levels 90 - 100, than the current flat 10% death EXP penalty.

That would present them with the opportunity to either keep the current 5% for acts 6-10 and start scaling after the second Kitava fight, or adjust their scaling after the first Kitava fight (as delves might hit Standard, they might choose to keep those throughout the acts as an alternative to leveling), so they could find a solution that would make sense.

Regardless, the death EXP penalty should make you feel that it's better to be alive without placing too much focus on the deaths that feel like the game outright "cheats you of EXP", but simply mark an opportunity for improvement for both you and your character...
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 Oct 3, 2018, 1:41:02 AM
Forgot to quote a post in the previous pages :
"
Radees wrote:

-League? 10% penalty (so that the white knights will not stop seeing themselves as an elite. This IN GAME. Because IN REAL LIFE i have serious doubts of them being "elite") ;)

Why do you feel the need to make In-game comparison ?
You're the only one feeling such a need .... hmmmm.


"
sofocle10000 wrote:
Regardless, the death EXP penalty should make you feel that it's better to be alive without placing too much focus on the deaths that feel like the game outright "cheats you of EXP", but simply mark an opportunity for improvement for both you and your character...

Good then, if I die in SC, I feel like I did something wrong ( or that there is a balance/technical issue somewhere, that is not impossible ), and that I should either not do it again, or change something so that it does not happen again.

-> what you are talking is very subjective here, I never ever felt that I was "cheated" from the xp penalty on death.


"
robmafia wrote:
no poe char's evasion rating is as high as the above post's.

hahaha, I definitely don't have your block chance.




SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
"
sofocle10000 wrote:
"
Fruz wrote:
Spoiler

"
MrTremere wrote:


Back to the topic:
Maybe the solution would be to have a mix of flat and variable penalty?
Like 1 or 2% flat, and the rest being based on your XP/hour?

1 or 2% would not be enouhg imo.
For this to work, put 4 or 5% flat, then the rest scaling on the couple of last couple of hours were xp was gained on the character ?



Would get behind a flat 5% death EXP penalty combined with a scaling component for the last 5-10 hours where EXP was gained on the character as long as TencentGGG don't mess up the scaling and miss the mark into making that penalty more punishing for levels 90 - 100, than the current flat 10% death EXP penalty.



...so you're down with a variable %... as long as it's less than the current 10%.

wow. much surprise.
[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!
"
Fruz wrote:
Spoiler


"
sofocle10000 wrote:
Regardless, the death EXP penalty should make you feel that it's better to be alive without placing too much focus on the deaths that feel like the game outright "cheats you of EXP", but simply mark an opportunity for improvement for both you and your character...

Good then, if I die in SC, I feel like I did something wrong ( or that there is a balance/technical issue somewhere, that is not impossible ), and that I should either not do it again, or change something so that it does not happen again.

-> what you are talking is very subjective here, I never ever felt that I was "cheated" from the xp penalty on death.



I actually died due to balance/technical issues when it hurt most (post level 95) so I know from my own experience that those deaths are the worst in PoE.

Death EXP penalty should encourage your second stance where you should "change something so that it does not happen again", but most of the player base simply takes your first stance and prefers to "not do it again" due to their view that it's better to take the "easy way" and the "path of least resistance" instead of actually challenge themselves.

As subjective as it is, a death should always make you adapt, improve and overcome obstacles, no matter if we're talking about softcore or hardcore.

The death EXP penalty should be such an intrinsic incentive, as you're not "cheated from the xp penalty on death", but "cheated" by your gained EXP upon a balance/technical issue death.

Regardless, a part static and part scaling death EXP penalty should feel a lot better IMHO.

"
robmafia wrote:


...so you're down with a variable %... as long as it's less than the current 10%.

wow. much surprise.


No.

I'm "down with variable %" as long as it has a static % too, and both never surpass the current 10%.

TencentGGG have a questionable track record regarding "balance", so allow me a "tiny" amount of precaution regarding their capability to adjust death EXP penalty right from their first try - especially as their last adjustment to EXP gain was so lackluster, and they didn't address danger/reward ratios of bosses EXP wise since at least 1.3.0 (they always provide the EXP of a few packs while providing more than 10 times their danger)...

But I would support a change to the current system, as long as it rewards improving and overcoming challenges, and the danger/reward ratios are adjusted EXP wise too...
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 Oct 3, 2018, 5:29:15 AM

"
sofocle10000 wrote:
but most of the player base simply takes your first stance and prefers to "not do it again" due to their view that it's better to take the "easy way" and the "path of least resistance" instead of actually challenge themselves.

From what data are you throwing such a statement here ? what statistics ? what studies ?
I'm going to answer this for you : none, nothing.
You claim that "most of the player base [...]" yet you do actually know nothing of it.

And no, the xp penalty should not encourage you to go throw yourself again on x boss if you character isn't good enough for it.
If some content feels scary and you want to skip the potential rewards because you don't feel confident enough to do it without dying, it's a choice you are making.
Players that can run the content confidently are going to be at an advantage because they can do it while you are scared.
What is allowing this ? the xp penalty on death, and it is a good thing.


"
sofocle10000 wrote:
The death EXP penalty should be such an intrinsic incentive, as you're not "cheated from the xp penalty on death", but "cheated" by your gained EXP upon a balance/technical issue death.

You pretty much said
"a => b" with a and b being unrelated to eachother.


The death penalty should (imho) not be balanced around balance/technical issues anyway, because those are just what I said : issues.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
"
sofocle10000 wrote:

"
robmafia wrote:


...so you're down with a variable %... as long as it's less than the current 10%.

wow. much surprise.


No.

I'm "down with variable %" as long as it has a static % too, and both never surpass the current 10%


...you say no, but describe "yes."
[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!
When I suggested 1 or 2%, I did so because I have the understanding that 5% wouldn't even halve the penalty for slow grinders, making the penalty 4 days when it was a full week. This is still way too penalizing.

And I strongly recommend not taking offline time out of the calculation, as it both removes the worries of manipulations to trick the system and takes into account the fact that someone playing 1 hour per day is more likely to drop the game after losing 5 hours' worth of grinding than someone playing 5 hours per day, even if they have the same speed when online.
"
MrTremere wrote:
And I strongly recommend not taking offline time out of the calculation, as it both removes the worries of manipulations to trick the system and takes into account the fact that someone playing 1 hour per day is more likely to drop the game after losing 5 hours' worth of grinding than someone playing 5 hours per day, even if they have the same speed when online.

So you basically want to give an incentive to not playing the game, or taking long breaks between short sessions.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
As far as incentives go, playing the game would still be more advantageous.
Now if it helps players log off when they are too tired and still have a good feeling with their game session, or play more alts, then I'll still consider this a win too.
"
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


EXP loss on death cant reduce your level, though, and this feature is widely abused by players. Just set a "maximum level" for yourself (95, for example), and when you reach it, you dont care about death penalty at all!

I think that EXP loss on death should reduce your level too, so death "penalty" will be actually a penalty for ALL SC players, not just for those who wants to reach 100 level (which is incredibly boring and unrewarding regardless).

Without death penalty, what would stop a player from playing full-glass cannon? Playing the one is already more benefitial! And without penalty, all defensive playstyles will be absolutely useless.
So please, stop complaining about that!
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

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