EXP LOSS POLL

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Wladicorist1 wrote:
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Im_coLu wrote:
I think the xp penalty is completely fine.
It makes me want to get a character to an optimal state where I can farm high level content without dying. If there was no xp penalty, I could just get a glass cannon that can clear a map in under a minute, but die in every other map. That doesn't seem like fun to me. I want to be penalised for dying, and I feel like taking away 10% xp is a good penalty.

imho 10% isnt enough you should lose level and gear :)
this glasscannon argument is always the same :D


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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Heero_mikazuki wrote:
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Crackmonster wrote:
Death penalty is one of the main drivers of ragequit and overall gamequits/sessionstops in poe. Possibly the greatest.

Never was good fore game, only works against nubs to punish them further for being nubs or against builds that stand no chance at being meta but serves to entirely break them and make them frustrating and non-inviting to play.

It goes entirely against principles of good game design in doing the above - it pushes you away from playing the game/what you want even if it's not ideal, rather than draw you in. Bad bad no no, fail feature.

It sucks big fat donkey balls.

All i ever heard was denial and nonsensical arguments pro it. People really don't got a clue what they talking about at often times just spewing their assumed ideas with no logical backing.


There is literally 0 reason for anyone to reach lvl 100, let alone a noob who prefers to die constantly instead of learning the game and improving.


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
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.

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Crackmonster wrote:
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.


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.
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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Heero_mikazuki wrote:
Ask for god mode. Then you'll be able to play any build


Join date May 15, 2019 with no chars = dipshit



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Chadwixx wrote:
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Heero_mikazuki wrote:
Ask for god mode. Then you'll be able to play any build


Join date May 15, 2019 with no chars = dipshit





Great counterargument. You sure outsmarted me. Heaven forbid not being able to weaponize someones account
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Revnaut wrote:

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.


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.
...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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Snorkle_uk wrote:
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MaxGor31 wrote:
Don't have much against exp loss but there're also other options how to punish player for dying. For example instead of -10% exp loss player gets a debuff for next 10% exp to gain slower (50-80% slower), for deaths in a row debuff stacks additively in % so 2 deaths - 20% of exp and so on. Debuff can be lasting for some amount of time (12h per death for example) or be permanent untill you level debuffed amount.

Technicaly it's about the same but player doesn't feel robbed of what he worked for.




but what you are doing is swapping feeling bad about having wasted time youve already spent playing for feeling bad about wasting time you are about to play. Thats worse, youll be making players feel like its now pointless to keep on playing, thats far more problematic.

I just wasted time sucks, now i have to grind it back. If I keep playing Im wasting time? that makes people even less likely to want to continue to play.


technically its about the same, but what you are suggesting will feel worse and result in people being less willing to continue playing the game. Debuff lasting some time is also terrible, its my weekend I want to play the game, but Im wasting my maps if I play in the next 12 hours, so im now essentially banned from playing the game at a point in time when I want to play?

these are really bad for keeping players playing.

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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robmafia wrote:
...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.


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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