Path of Exile, Gameplay Criticism

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MrsDeath_ wrote:
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ReinEuthanasia wrote:
Then why not a portal for each player in the party?

we already have this implemented in zana quests.


Should be the norm I think. Whatever you die in you should lose. Current penalty does nothing but annoy.
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ReinEuthanasia wrote:
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MrsDeath_ wrote:
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ReinEuthanasia wrote:
Then why not a portal for each player in the party?

we already have this implemented in zana quests.


Should be the norm I think. Whatever you die in you should lose. Current penalty does nothing but annoy.


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.
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SisterBlister wrote:

Spoiler
There will never be consensus on such a topic. But he made some really good points regarding in-game penalties, especially in the video linked in the description of the criticism video.
Those points are worth discussing and it does not help anyone (least of all GGG) if people keep trying to stifle that discussion. Maybe a good suggestion does crop up.

My take on the current DP:
It neatly fulfills its main purpose: Make people add at least some defense into their build. It also does this in a very simple to implement and easy to understand way.
So far, so good.
But it has negative side-effects, too. And they should be worked on. It is simply incredibly annoying to lose (for average players) hours worth of grinding to a single bug, a ridiculous spike of bad luck (too many damage multipliers rolling unlucky at once) an internet lag or a sneeze at the wrong time, or even just a moment of failing attention after hours of mindlessly boring grind. I have been playing since closed beta and literally the only times I cut a gaming session short and stop for the day is a death I consider unfair. And there are many opportunities for fatal damage bursts with all the damage multipliers added since this game started. Add to that the ever increasing gfx vomit covering subtle clues and occasional bugs and the game engine is simply not programmed well enough to be allowed to be "unforgiving".

Plus, the current DP fails at its most important task: It does not teach you anything positive. The only thing one can learn from it is to
- avoid situations where too many damage multipliers could stack up (i.e. play non-challenging content).
- study up on the currently OP defense mechanic (or just follow a build guide) which allows you to ignore any game mechanics. What is the point of them then?
- stop playing
It specifically does not teach you how you could have survived that situation.

For sure, there must be mechanisms in the game which prevent you from progressing if you're not building your character well or have two left hands full of thumbs. There should also be mechanics which prevent zerging bosses. But the current DP fulfils the first part only in obvious cases and the second not at all. And it is annoying enough to most likely be the cause of many a person leaving this game.

So if anyone tries to start a conversation on how to change the DP into a mechanism which fulfills its purposes and has better side effects, do not stop the conversation! Rather try to think of ways that you believe it could be improved.

An ideal DP would
- make players balance defense vs offense in their character. The current DP does this.
- allow beating hard content only once they've learned the "basics" needed at this stage in the game. The DP does not do this.
- make you feel good for beating hard content which you failed at previously. The DP sort of does this.
It specifically should not be a punishment for punishment's sake, it should be a road block until you improve. And it certainly should not discourage you from running content which actually challenges you.

The current DP would also be fine if some other parameters of the game were different. Like less gfx vomit, slower fights in general so one can react, no instant logout so damage spikes can be brought down to manageable levels, less reliance on a permanently fantastic internet connection, etc... But while none of these parameters change, the current DP is actually pretty lousy.


+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
https://www.pathofexile.com/forum/view-thread/2073591/page/1

https://www.youtube.com/watch?v=HKgvHRzt3ao&t=1h11m23s
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鬼殺し wrote:

Point being, no. They do not design the game with alt-f4/instant log-out at the front of their minds, but they'd be idiots not to consider it a possibility. So IF alt-f4ing to avoid their stupid death penalty is within your personal scope of acceptable reaction to this, by all means, do it I say. I can't and won't, but I'm an idiot and that's why I'm the fucking Ruler of Wraeclast and you're not.


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.
double post
Last edited by vmt80#6169 on Jan 19, 2019, 8:44:24 PM
^ +1 at the post you were referring.
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鬼殺し wrote:
I have alt-f4ed once in my life in PoE and I felt ridiculously stupid doing so. I was like, okay, this is way past my line for fun and how I want to play this game. So the next time that character was in danger I just kept playing. I died. I lost the experience. I sighed. I logged off for the night and came back a few days later. I don't expect this is a rare reaction, which told me something else: GGG don't really care about short-term player retention. They're all about bringing us back after we've had time to cool down and realise, fuck, there really is nothing better out there.


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.
Sorry, but what does "sleuthing" mean?
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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