Path of Exile, Gameplay Criticism
" Should be the norm I think. Whatever you die in you should lose. Current penalty does nothing but annoy. |
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" lolz i mean... that would make every instance like the lab/delve boss areas. i wouldn't have a problem with it, but that's seemingly the one thing that's received more complaints than the death penalty. [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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" +1 Also, I'd like to add that a timer bestowed upon death would actually much better ensure players paid attention on how they balanced their character's attack and defense. Say, if there was a RL cooldown time preventing map device use/delving which could be chosen (let's call it 'a Casual Mode') once you level up your character level 90 instead of what is in its place right now. Imagine now being offered current system or Casual Mode. As it is now, people can anyways decide when they stop levelling. How does that stop them zerging through content while they've already hit the level floor? I don't think it does. In fact, once leveling to 100 it would still be a Casual Mode character, meaning the rules above would still apply to it. Well, all good and well, but don't you then lose players by enabling rules that stop them playing? Yeah, I don't think it's that simple. If a game feels rewarding, it's reason enough to make player return to a game/buy stuff. I'd argue that nobody plays video games for having punishments. And yes, enjoying a video game includes often mentioned challenge aka not dying. But you know what? For some of us ARPGs additionally include character progression. I know it is a curious concept of an entitlement for a few community members but at least for some others progressing a character is a source of enjoying an ARPG itself. One thing, though. Maybe cut a portal or something but such zerg prevention measure as a 'death fatigue' (?) shouldn't necessary apply to portals currently leading into map where death occurred. This way player still had their two or three chances of accomplishing the big boss fight and call it a day. Here we go, feel free to shoot it all down. By the way, I'm not suggesting to completely de-penalize deaths as you can see. So, no zerging to 100 is about to happen. Guys who valued zerging more would still choose to play standard as it stands today as they'd know that with their playstyle they wouldn't otherwise be much playing at all. Sorry for clumsy structure, english is not my native language. I hope description of death fatigue/timer/Casual Mode earlier made sense even if you would disagree with it. I'm sure there is much that I didn't touch at all, these are my initial thoughts on the subject of death penalties. What's important though is how timer acts as a regression mechanic quite limitedly. I hate regression mechanics in a game like PoE. If you enjoy them, try Hardcore. I won't. Last edited by vmt80#6169 on Jan 19, 2019, 8:20:07 PM
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https://www.pathofexile.com/forum/view-thread/2073591/page/1
https://www.youtube.com/watch?v=HKgvHRzt3ao&t=1h11m23s [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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" Haha, I love your posts, dude. How would you personally feel about a death fatigue I drafted above? What I found intriguing is how you described your reaction to penalized death, shutting game down. In my proposition the game pretty much would do that on your behalf, except for not losing your progress and first letting you finish the map where death occured. |
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double post
Last edited by vmt80#6169 on Jan 19, 2019, 8:44:24 PM
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^ +1 at the post you were referring.
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" The rage-quitting upon character death is clearly very common out there. By simply quickly checking the Betrayal ladder, I found that there are almost 300 level 97 characters with literally 0% progression towards the next level, which means quitting after character death. And that's only the tip of the iceberg, when you take into consideration the 4 non-hardcore ladders, other levels, and even the fact that this is only the characters abandoned at 0%, as there are likely many more abandoned mid-level. I just wonder what proportion never come back at all. In my case, I ended up getting fed up of the situation and the complete absence of hope for any improvement and simply ended up asking for account deletion. The penalty did learn me not to play the game. It's sad, as it's otherwise a very good ARPG that I would be very happy to play. Fuck this penalty. |
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Sorry, but what does "sleuthing" mean?
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Well, the multiple pages of identical XP did strike me when I looked at the ladders by curiosity (a while ago). I recall that, in addition to that, it seemed to me that the closer it got to the upper level, the less players there were, making a curve in the XP per rank slope.
I would love to make the graph, but I don't know how to extract the data from the website (without doing it by hand). |
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