EXP LOSS POLL
" Isn't it accurate though? I've died so many times, if there wasn't an xp penalty I would definitely be getting close to 100. I definitely don't think I deserve that, I have basically no fucking clue what I'm actually doing. I just scout out the skill tree for nice sounding numbers, then try to get those same numbers on gear, then run into random maps (minus wharf, I want a SSF golemancer.) and hit stuff. Need a new signature, cuz name change. I dunno though. I guess this seems fine. Yeah, this is good.
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" Thanks for proving my point. Let's double dip on punishing nubs, not only are they slower because nubs but they should also be set back on top for beings nubs so they can learn their place. "We here at GGG have a lot of systems in place to punish players if they aren't good enough so they can't play the characters they like and progress however slow they want. It is something we are very proud of." Game design logic 101
Spoiler
May i propose something else. The longer you stay alive the greater a bonus you gain up until a certain limit, die and lose that bonus. This is a psychologically great way to reward players for not dying, rather than punish and push them back for failing.
You're welcome. I am the light of the morning and the shadow on the wall, I am nothing and I am all. Last edited by Crackmonster#7709 on Jul 2, 2019, 7:19:59 PM
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Just an FYI, accounting for exp penalties with map tiers, level 95 is about a quarter of the way to 100, and lvl 98.2 is about half way to 100. If you haven't gotten to 95 yet, you're not even a quarter of the way there.
I think most people complaining about the exp loss would probably never even get to 100 even if GGG removed the exp loss. Besides, there's really not much difference between level 95 and 100. You can finish your build at 95, and then stop worrying about losing exp. If 5 levels makes or breaks your build, there are issues elsewhere. Hell, most builds are actually finished at level 90, which is completely reasonable to get to, because it's less than 1% of the way to level 100. " Wouldn't that just move the punishment to the other side? The exp bonus becomes the standard, and dying means you're getting punished with less exp than other people. No matter how you cut it, dying will always have a punishment associated with it. I mean you can also look at the reverse of that and say people are given a great reward for not dying by not losing 10% of their exp. |
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Ask for god mode. Then you'll be able to play any build
Last edited by Heero_mikazuki#7191 on Jul 2, 2019, 7:47:09 PM
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" Join date May 15, 2019 with no chars = dipshit |
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" Great counterargument. You sure outsmarted me. Heaven forbid not being able to weaponize someones account |
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" The difference for a punishing or a rewarding mechanics is the base-state. The base-state for getting loot is 'you have none' and everything you do gives you stuff, this feels rewarding psychologically. On the other hand having something taken away which you've already had feels punishing. Hence - unless taken to ridiculous levels - the amount of loot you're getting is always a reward for doing stuff. Sure, it's a penalty after all, but in this case balancing the game around mediocre survivability and giving a treat to those who manage to surpass this expectation is generally a reward. It's the same concept as companies use. Do your job normally and you get your normal salary. Do your job exceptionally and you're getting a bonus. People who don't get the bonus because they don't work towards it can't say they're getting 'punished' for it in that case. It's that those who do specific stuff instead get rewarded. GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease. Everything fixed but still broken. |
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...and if you do your job poorly, you get fired.
this thread indicates that people want to do poorly, not get penalized, but get rewarded for sucking/failing, instead. [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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" Yeah, those would be on of the worse things regarding player retention, especially timed debuff ..... of hours, what a poorly thought suggestion. "Oh, I have a 12 hours penalty ... I guess I won't be playing for the next 12 hours then ..." way to loose players. 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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" Except you get fired by your boss, because your efficiency makes the boss money, whereas here they get money by keeping you playing regardless of your efficiency, the goal for the company here is for you to have fun and enjoy your time. Perfect illustration of the reasoning always faced when discussing death penalty: None Furthermore, the point was to reward those who do well - and for others it was to not punish those that are not that good in such a harsh way - therein you fail to make a relevant statement and end up writing just another of your endless arguments with zero logical content in it. I was gonna call it a strawman but for that to be the case it needs to be a truth in itself so i had to edit that word out to be accurate. How these forums have fallen from grace. It has become a: ![]() I am the light of the morning and the shadow on the wall, I am nothing and I am all. Last edited by Crackmonster#7709 on Jul 2, 2019, 10:39:09 PM
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