Can We Get Rid of Death XP Penalties Already? Games Are Supposed to be Fun

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Erasculio wrote:
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charliemim wrote:
A Proposal
Decrease it from 10% to 5%. For the first death. Within a time window, and a short one, the penalty increases. The second death, say within as few as five minutes, incurs the 10% penalty. Every death within (and it doesn't have to be five minutes) the time window incurs a greater penalty.


Sounds like an interesting idea.

It could increase in 5% increments - 5% for the first death, if you die again within 5 minutes it becomes 10%, if you die again within 5 minutes of the second death it becomes 15%, and so on.

So someone really unlucky could find himself with a 100% death penalty up to more or less one hour after the first death.


Its a totally valid solution honestly,

Not only it addresses the concern about zerging every thing (which is the biggest fear of people against its removal) and it will less frustrate player for stupid death.
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robmafia wrote:
...except that those who care about the xp penalty (ie: you guys) would just not play until the timer resets.

obviously.

so... nice moot point.



Yeah nice moot point like every player would zerg their way if there was no xp penalty.

so OBVIOUS my friend lmao
"every player?" no.

every player who's been complaining about the xp penalty in this subforum? yes. definitely.

ffs, it's basically the point of ALL of these threads - 'i'm not good enough to level up but instead of blaming my poor play i'll blame the xp mechanic!'
[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!
Last edited by robmafia#7456 on Oct 31, 2018, 12:20:05 PM
I suggest an xp penalty increase, 25% per death and a level up does not protect you from losing xp.
You could keep the level, but xp drops below that again.

I plan all builds up to lvl90. All above that is considered unintended bonus.
However I have to admit I'd like to hit lvl93 with my current char, it would give me another jewel slot but it's not essential.

If your character is only "average" at lvl 90, you suddenly won't have a demi god at lvl 100.
Vorici can shove his fuse up his [removed]
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ffogell wrote:
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Erasculio wrote:
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charliemim wrote:
A Proposal
Decrease it from 10% to 5%. For the first death. Within a time window, and a short one, the penalty increases. The second death, say within as few as five minutes, incurs the 10% penalty. Every death within (and it doesn't have to be five minutes) the time window incurs a greater penalty.


Sounds like an interesting idea.

It could increase in 5% increments - 5% for the first death, if you die again within 5 minutes it becomes 10%, if you die again within 5 minutes of the second death it becomes 15%, and so on.

So someone really unlucky could find himself with a 100% death penalty up to more or less one hour after the first death.


Its a totally valid solution honestly,

Not only it addresses the concern about zerging every thing (which is the biggest fear of people against its removal) and it will less frustrate player for stupid death.


Plus, it gives players agency.

Sometimes a one-shot appears out of nothing, and there isn't much you can do after the fact. But players would then have a choice - continue playing and risk it, or take a break (which is far from being the most fun thing in the world). If the player continues playing and has another death in less than 5 minutes, it was his/her choice.
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ffogell wrote:
Not only it addresses the concern about zerging every thing (which is the biggest fear of people against its removal) and it will less frustrate player for stupid death.

It will, but only from one or two levels later ( that maybe less players will reach, and thus less players might cry about it then, but there will still be rivers of tears here like there are at the moment for sure. ).

I'm not saying that it's a bad idea, just that it won't change much regarding people's complaint.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Fruz wrote:
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vmt80 wrote:

Go on, nothing's gonna stop you from repeating yourself. I'm sure the debate won't be disappearing anywhere.

Oh, the irony lol !


By the way, I'm happy with the DP in the game at the moment, if somebody is "crying" you know, obviously ....
ironic, I know.
You are playing a game while crying so loud about how the dev want the game to be haha ( and it's always been ).

GGG are being successful, you however have nothing of substance to 'justify' your crying.


[Removed by Support]

This is a feedback forum. People have been quite unhappy about status quo, which is why these threads keep popping up. I might disappear but those threads won't stop popping up, because they reflect a commonly held sentiment about death penalty at higher levels. So you might as well stop sneering behind devs' back how everybody who is complaining has no legit reason to do so and how everything is f*cking succesful and dandy.

It is simple: most players do not like mechanics which take back inconsiderable amount of their valuable time invested in game. This is a fact, not an opinion. If they did, they'd be all going for HC leagues anyways, abandoning SC. Whatever your other rationales for keeping the excessive penalty for highest levels might be, will not alter it.
Last edited by Kieran_GGG#0000 on Oct 31, 2018, 10:33:04 PM
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Fruz wrote:
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ffogell wrote:
Not only it addresses the concern about zerging every thing (which is the biggest fear of people against its removal) and it will less frustrate player for stupid death.

It will, but only from one or two levels later ( that maybe less players will reach, and thus less players might cry about it then, but there will still be rivers of tears here like there are at the moment for sure. ).

I'm not saying that it's a bad idea, just that it won't change much regarding people's complaint.

You know, with the way they complain about it, I don't think even removing the death penalty would be enough. And that is coming from someone who actually supports reducing the death penalty. But then I always argued that the core problem wasn't the death penalty, it's the grind.
I don't care about the penalty at lower levels, it's easy to gain the XP again. But at a certain level it becomes just ridiculous, it's simply not okay that a single death can destroy the work of several hours.
Does it take away the currency you got during your time? The items you found? The progress you made towards a new gear upgrade which will most definitely give you more than a single skill point? No? But how, I thought that dying meant all your play time was a waste

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