Exp Loss is freaking unbalanced

"
Baron01 wrote:
The issue I have with death penalty is exactly experience loss that scales too much with player level--effect of flat %. The impact of death penalty is multiplied by the lack of appropriate level content and experience gain penalty. These two factors working together make any death past level 80 sets player back by unreasonable amount of time.

It's not only time you lose after 80 or so, you also basically lose all the maps that contributed to that 15% you lost and the currency that you invested in them (with the exception where you actually found something noteworthy in the maps you ran, which we all know how slim of a chance it is). There is also the issue of not having content readily available in which to recuperate the XP, as you would have in the 60s/early 70s.
placeholder for creative sig
Last edited by Undon3#5633 on Apr 11, 2013, 8:56:59 AM
"
Undon3 wrote:
It's not only time you lose after 80 or so, you also basically lose all the maps that contributed to that 15% you earned and the currency that you invested in them. There is also the issue of not having content readily available in which to recuperate the XP, as you would have in the 60s/early 70s.


I agree with you, I just I find time the ultimate cost, the one factor that I have limited supply of, therefore, I find it most precious.

I have repeated myself in this and other topics where experience loss upon death was discussed that it only becomes issue when available content does not allow you to reasonably quickly regain the lost experience. If 5% exp loss at lvl40 takes a person 10 minutes to regain, 15% exp loss at lvl60 takes a person 25 to 30 minutes to regain than I dont understand why it should take lvl80 player hours upon hours to grind those 15% lost experience back.

I do not see maps used to grind lost experience back as lost because experience is there for free. You still have a chance to get a map or gear drop. It might be seen as a loss when aiming for level 100 but I dont find that a realistic goal anyway.
"
Baron01 wrote:
"
Undon3 wrote:
It's not only time you lose after 80 or so, you also basically lose all the maps that contributed to that 15% you earned and the currency that you invested in them. There is also the issue of not having content readily available in which to recuperate the XP, as you would have in the 60s/early 70s.


I agree with you, I just I find time the ultimate cost, the one factor that I have limited supply of, therefore, I find it most precious.

I have repeated myself in this and other topics where experience loss upon death was discussed that it only becomes issue when available content does not allow you to reasonably quickly regain the lost experience. If 5% exp loss at lvl40 takes a person 10 minutes to regain, 15% exp loss at lvl60 takes a person 25 to 30 minutes to regain than I dont understand why it should take lvl80 player hours upon hours to grind those 15% lost experience back.

I do not see maps used to grind lost experience back as lost because experience is there for free. You still have a chance to get a map or gear drop. It might be seen as a loss when aiming for level 100 but I dont find that a realistic goal anyway.

Yes, time clearly is the ultimate factor here. When I was in the 80s, basically I played so carefully it was tiring and annoying. I also had this thought in the back of my head "Die, and that's it for playing PoE...", no joking lol. I took the time just after I levelled up to test stuff up with no repercussions and then play a little "carelessly", and the game was so much more enjoying.
placeholder for creative sig
The game, in its current state. Where a vast majority of deaths are caused by factors beyond the players control (Desync).

And where maps drops are of a useful level are a rare occurence. You can not maintain or progress in map level. Leaving you with low and pointless maps. Therefor you actually have a limited ammount of exp avalible at higher levels.

This leads me to thinking the rather heavy exp loss is bullshit.

It can set you back many hours, even more if you consider the time you might have to spend to actually get a map where you can start re-earning your lost experience.

My cent.
Last edited by Snowflakesz#7105 on Apr 11, 2013, 9:53:12 AM
So you guys (death penalty complainers) think that it would be more 'balanced' if a level 85 player and a level 60 player dieing in the same difficulty had the exact same impact on them as far as time invested?

So a level 85 guy dies in docks and loses 30 min or whatever, then a level 60 guy dies in docks and loses 30 min as well?

Personally I feel that is not balanced at all considering the level 60 guy is expected to have a hard time while the level 85 guy should be smashing face, after all he invested a massive amount of time already to get to 85. His 1 death should be about as likely as 20-30 deaths for the level 60. This is my opinion on the balance... it should scale with your level as you should be dieing less in the same areas as you continue to gain levels.

And why is it that people that are against the death penalty also say that '99% of my deaths are due to desync and are completely out of player control', biggest load of BS ever. There are plenty of ways to avoid desync deaths, you know what skills desync, you know what areas tend to cause desync. If you continually die to it then you don't have the ability to learn from previous mistakes and deserve to be punished for it by my estimation.

Last edited by CarebearKiller#1464 on Apr 11, 2013, 12:26:26 PM
Personally, as a gamer, dying is enough of a punishment for me. I take it as a challenge, it makes me want to play MORE. For instance, I remember playing Halo with my buddies back in high school on legendary. It was so hard and we thought it was so much fun. If we died - back to the checkpoint, no big deal. Maybe a 10 minute loss of time at most.

In PoE, especially at the later levels, the exp loss represents a huge loss of time. It's like playing Halo without any checkpoints. I won't go into a whole thing here, most people seem to have already made up there minds about this, but I will say what the result is: dying in PoE makes me want to play LESS. Dying should always make you want to play more, to do better. And if a game is ever making you want to play less, especially a F2p game, then it's doing something wrong.
"
siruso wrote:
Personally, as a gamer, dying is enough of a punishment for me. I take it as a challenge, it makes me want to play MORE. For instance, I remember playing Halo with my buddies back in high school on legendary. It was so hard and we thought it was so much fun. If we died - back to the checkpoint, no big deal. Maybe a 10 minute loss of time at most.

In PoE, especially at the later levels, the exp loss represents a huge loss of time. It's like playing Halo without any checkpoints. I won't go into a whole thing here, most people seem to have already made up there minds about this, but I will say what the result is: dying in PoE makes me want to play LESS. Dying should always make you want to play more, to do better. And if a game is ever making you want to play less, especially a F2p game, then it's doing something wrong.


+1 to this.

When dying makes you want to play less then something is wrong. I have a level 75 character that I haven't play in 2 days because of dying twice when I was close to levelling. The dying itself already annoying when you are in maps as you only get 6 portals in.
Julius's path of exile wine bundle for mac here: http://www.pathofexile.com/forum/view-thread/48708/page/1
Last edited by Faerie_Storm#2108 on Apr 11, 2013, 12:52:50 PM
"
CarebearKiller wrote:
...
So a level 85 guy dies in docks and loses 30 min or whatever, then a level 60 guy dies in docks and loses 30 min as well?

... level 60 guy is expected to have a hard time while the level 85 guy should be smashing face, after all he invested a massive amount of time already to get to 85. His 1 death should be about as likely as 20-30 deaths for the level 60. ...

And why is it that people that are against the death penalty also say that '99% of my deaths are due to desync and are completely out of player control', biggest load of BS ever. ...


Lvl85 guy will never ever require same amount of time to regain lost experience as that lvl60 guy. Experience gain penalty and total amount of experience required is something that will always make the time significantly longer. I'm just asking to tone down very steep scaling due to flat % at higher levels while appropriate content is not available.

What is a difference in performance of lvl60 or lvl65 guy? I dare to say very little. The whole character progression is happening in big steps, 1 or 2, even 5 points do not make big difference. It is those major keystones and some notables that push character to next performance level-and even that increase is in my view minor in most cases.
Biggest factor in character performance is gear, which is pretty much the same for lvl60 and 85 guy as long as they can afford to buy it, ie. not a 1st character on the account. Highest gear requirement is 68, with some pieces being lvl74, so level is not playing much of a difference.
"
Faerie_Storm wrote:
"
siruso wrote:
Personally, as a gamer, dying is enough of a punishment for me. I take it as a challenge, it makes me want to play MORE. For instance, I remember playing Halo with my buddies back in high school on legendary. It was so hard and we thought it was so much fun. If we died - back to the checkpoint, no big deal. Maybe a 10 minute loss of time at most.

In PoE, especially at the later levels, the exp loss represents a huge loss of time. It's like playing Halo without any checkpoints. I won't go into a whole thing here, most people seem to have already made up there minds about this, but I will say what the result is: dying in PoE makes me want to play LESS. Dying should always make you want to play more, to do better. And if a game is ever making you want to play less, especially a F2p game, then it's doing something wrong.


+1 to this.

When dying makes you want to play less then something is wrong. I have a level 75 character that I haven't play in 2 days because of dying twice when I was close to levelling. The dying itself already annoying when you are in maps as you only get 6 portals in.


Been saying this since this thread started.

Dying is penalty enough. The loss of exp is not annoying, it's frustrating. And people don't play games to be frustrated. Or at least, they shouldn't.
May as well just make the player invincible then. If death is irrelevant then why even allow the player to die? Just to make em hop back through their portal and keep going?

Why would I ever worry about defensive stats when I can just stack IIQ/IIR and DPS and smash through everything with no care in the world? Dohhh died to reflect, doesn't matter though, not like I actually lose anything, herpa derp derp.

Report Forum Post

Report Account:

Report Type

Additional Info