Experience loss driving some players away?

catering to the player base, they will lose just as many if they change it than if they don't. I for one would never have spent money to support them if I thought it would be used to make this like every other game being released today. I really do not understand why with every game out there that caters to that style of game play people want to come and convert the only one that doesn't into "their" kind of game.
Last edited by iamsamsara#5486 on Apr 26, 2013, 6:40:54 PM
And as I said in my post a private league, or paid league to do that is fine with me and everyone else, my issue lies in them taking resources away from other things that are more fitting with what their original plans were for the game, like taking away a racing server to set up a permanent league, or using the server they would have dedicated to the permanent cut throat league. Private leagues can be whatever the person paying for it wants it to be, and I am sure there will be many leagues on both sides of the scale when they implement that feature.

My point is simply that this game was designed and marketed as what it is, and many many people donated the money that has brought it this far under that pretense, for them to then take resources funded by that money to create leagues that are the complete opposite of what they marketed would cause them far more losses in player base and further donations than it would gain, and would turn it into another sliding scale difficulty game like D3(and I am not knocking D3, I played and enjoyed it for a short time, but it is just another game designed to appease the majority, leaving the niche audience GGG has targeted dissapointed after a short period). My personal feeling, and that's all it is, is that any league which strays from the targeted audience should be a paid or private league, the game itself should remain within the scope of what it was intended to be.


edit: and now I lost my portal to the zone I had just cleared to while responding to this, hope you are happy :p
Last edited by iamsamsara#5486 on Apr 26, 2013, 6:57:32 PM
private leagues will be their winning business model, allowing them to keep majority focus on growing the game they started out wanted to make while at the same time letting anyone else who wants to play in an altered setting to fit their personal gaming taste have that option.
The experience loss is annoying but does make me play more cautiously. My work around is when it starts to get too hard/too close to, or actually dying I run the previous area until
I level up a few times and pick a few more skills. THEN at 0-3% on the level bar kill the next boss or try the next area. I die 15 times and really only loose portal scrolls and 0-3% experience because you never drop a level.
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iamsamsara wrote:
private leagues will be their winning business model, allowing them to keep majority focus on growing the game they started out wanted to make while at the same time letting anyone else who wants to play in an altered setting to fit their personal gaming taste have that option.


Ya sure, if you want default league (and ultimately the entire game) to feel like a ghost town.

Ill say it again, having a high level character should be an accomplishment, not a right. I want to know that high level characters in the game got there because they are skilled players, and not because they have logged in +2000 hours dieing repeatedly.

Having a high level character in a league without xp loss on death basically takes the pride and honor out of having a high level character and is a terrible idea PERIOD.
Last edited by DrDeathXII#0837 on Apr 26, 2013, 8:21:42 PM
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DrDeathXII wrote:
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iamsamsara wrote:

Ill say it again, having a high level character should be an accomplishment, not a right. I want to know that high level characters in the game got there because they are skilled players, and not because they have logged in +2000 hours dieing repeatedly.



This will be me +2000 hours and die repeatedly having a high level character. That is my right because I am not skilled and will put the extra hours into it to get there.
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FadeXF wrote:
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mkmaddage wrote:

They've said they're experimenting with what works. Another permanent league would definitely take more resource to manage. I understand and agree with your point about allowing options for players but I don't think that should be applied here or necessarily in other games for reasons that I'd love to go into but would possibly go off-topic : ).


I think that the majority of people who would attempt to counter what makes sense are really being emotionally tied to... something. I personally don't understand because I personally don't think it's a big deal allowing for more options... that and no one has ever been able to actually explain WHY to me. Like: explain it guys! Make some logical pitch to why having 1000 players over here in a slightly different ruleset to other leagues is such a terrible bad thing! Stop being emotional, and explain LOGICALLY. Please! I want to understand your position!


Emotion? Why do you assume the reason is emotional?

Actually there's probabably a very logical reason why more permanent leagues aren't in the game yet, without emotion being a factor at all: The player-base might not be big enough.

That could also be part of the reason that private custom leagues aren't available yet. Then again, the main reason for that could be more-so be the fact that they haven't even finished adding custom rulesets for those private leagues, as evidenced by the numerous additions to the custom race formats, some of which are bound to be options for the planned private league feature.

A permanent cutthroat league however, is mostly held back by the problem of finding the best solution for excessive griefing/ganking of low level players in the early zones.

But overall, I think the main reason for not having a whole lot of various permanent leagues is the lack of a massive player-base to support being divided up too much. There are many many examples of online games that suffered from having its player-base spread over too many different servers.

------------------------------

Now, is experience loss driving tons of people away? I honestly doubt it. PoE is a tough game, and draws a particular type of player. That type of player wants the game to be harsh, and the consequences of failure to matter. I'm one of those players.

It's possible that for every 5 players that are driven away by the EXP loss, another 4 players are drawn in by the idea of a harsh, unforgiving world, where death is meaningful.
Last edited by Axebane#6055 on Apr 26, 2013, 10:15:48 PM
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DothQuothTheRaven wrote:
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My friend isn't the only one who won't play a game with experience loss. I talked to my wife about trying the game out as well (she played D2/D3/Sacred/Dungeon Siege, etc) and she won't play it either because she doesn't want to deal with the XP loss penalty.


This is not the first time I have seen this comparison. I think some people don't really remember all the details.

D2=Loss of gold and xp on death in higher difficulties

D3=Loss of gold(repair costs) on death after (I forget what level)

Sacred 2=Loss of survival bonus, which is loss of stat points and magic find, even in bronze.
(Easiest level)

All Dungeon Sieges=no penalty for death

One of the mentioned games has an xp loss and most of the others have some penalty. POE seems to be in line with most other similar games. Sacred/Sacred 2's having the worst penalty IMHO, due to the fact you just got killed and now have lost life, mana, defensive and offensive stats making you even more prone to death.

i don't know if this has been brought up yet, but Diablo 2 did have an experience penalty on death. BUT, in a later patch they made it to where you got most of it back if you recovered your corpse(s) without leaving the game.
"Now I am become Death, the destroyer of worlds."
Last edited by _wuv_#1477 on Apr 26, 2013, 10:26:31 PM
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Adultery wrote:
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DothQuothTheRaven wrote:
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My friend isn't the only one who won't play a game with experience loss. I talked to my wife about trying the game out as well (she played D2/D3/Sacred/Dungeon Siege, etc) and she won't play it either because she doesn't want to deal with the XP loss penalty.


This is not the first time I have seen this comparison. I think some people don't really remember all the details.

D2=Loss of gold and xp on death in higher difficulties

D3=Loss of gold(repair costs) on death after (I forget what level)

Sacred 2=Loss of survival bonus, which is loss of stat points and magic find, even in bronze.
(Easiest level)

All Dungeon Sieges=no penalty for death

One of the mentioned games has an xp loss and most of the others have some penalty. POE seems to be in line with most other similar games. Sacred/Sacred 2's having the worst penalty IMHO, due to the fact you just got killed and now have lost life, mana, defensive and offensive stats making you even more prone to death.

i don't know if this has been brought up yet, but Diablo 2 did have an experience penalty on death. BUT, in a later patch they made it to where you got most of it back if you recovered your corpse(s) without leaving the game.
later patch? im pretty sure it was like that from the start
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Mooginator wrote:
He's a pretty hardcore gamer


no, hes not.

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