Experience loss driving some players away?
" 2 stray shots into a room = nearly instant death? That seems like a valid thing to complain about, to me. If you don't understand why the mechanic is broken, browse through general discussion and look up the recent thread about lightning thorns. There's some people who shared their experiences about the recent changes to the mechanic and how it practically outright breaks certain builds. I'm not sure how granite flask, base armor, or cursing are supposed to help vs LT, and it's pointless to mention resists as well. Everyone has 80-85% resists; that's practically a given. It doesn't help very much if you have a build which hits many times in a short span of time. |
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" Beta... It's still a beta where indeed mechanics are litteritly broken and do not act the way GGG probebly intended to make them work. And sometimes they turn out to be shit for players like us. I got that too and you completely missing the point. It comes all down to game awareness & knowledge. Knowing what can kill you and what NOT can kill you is one of the things. That can be indeed be oneshot things and not be prevented, but you can minimize the chances of that event happening. As well, you just name one particular event. It's about general events that occur. I die too every once in a while. Another thing is, his health is 3200. This is way too low for the current state of the game. You cannot expect to breeze through the map content with minimum amount of stats and complaining about game mechanics, known mechanic problems nor saying that mechanics are broken because you died because you lack gear for the appropriate content. If people for once go to their forums and start a topid where they think they tried alot of things, but cannot progress and seem to be dieing and have problems with their character(s) we maybe can provide further information to avoid said things. The fact that people can get to level 90 on hardcore provides enough validation that it IS possible to get to higher level. It's because they know how to approach the game and adept to it. The game won't adept to you. I think people have forgotten that. |
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" Oh. So LT is broken, but we should accept that and adapt to it because the game is in beta. Got it. " Oh. So LT isn't broken, but he just lacked game awareness and knowledge, and didn't have gear appropriate to the content. Which is it? Is it broken, or is it not? And yes, I'm speaking about one particular event. I don't even have a problem with XP loss, I just said that in this case, I felt like that guy had a valid complaint. You're responding with a bunch of vague generalities. Eveyone knows the game is in beta and some things are broken. That's why we give our input about them. So GGG can make them less broken. |
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" You are completely missing the point. We know that certain things can be dangerous. He did die because of a mechanic not working as intended. He died cause his health is low, and going from there, there are probebly more bad to mediocre stats taken into account. What we don't know is that he probebly missed certain other things that may have helped in resulting this death. He would have died anyway, bug or no bug. I've done hundreds of mobs with LT and never had issues myself. Both melee and ranged builds with just average stats I never ment to be vague at all. I made it very clear with what I said. What part do you not understand? It seems you are missing the fact that the mechanic is not the only problem why he died in that particular case. |
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Thing is, we have no idea how many players are annoyed by the XP penalty, and how many quit or are considering quitting because of it.
My suggestion is that GGG makes a mandatory poll, in-game (so everybody in Default will see it when they log in) asking these questions. Then, with answers, we can evaluate, based on fact, not feeling. Now that we reached feeling, mine is that not a lot of people quit because of the XP penalty. Why? Because they don't make it to the levels where it is significant (75-ish+). From what I read in the forums, for some people the mapping experience is so toxic, they just make alts and play up to lvl 60 or so. Few care about XP penalties of 10 minutes, with free content you can grind your XP back. If more people would make it to the level where dying once will cost you 3-4+ hours of grinding (not to mention lost orbs, and lost maps that you used to get that XP in the first place...), then we would have a significant amount of QQ, comparable with the 900 pages anti-FFA loot topic. placeholder for creative sig Last edited by Undon3#5633 on Apr 28, 2013, 3:53:08 AM
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" 12 hours is one day of playing for the guys in the 90s so no sarcasm here. GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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" A lot of hc players do not see the problem. Read my signature and you might. Most hc players die well before the Exp loss problem kicks in for default player. Hence they do not see it or understand it. Did you know level 91 is the halfway point to level 100? This means that a softcore character dying ONCE at level 85+ can lose many days of progress.
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" 12 hours play at level 90 would hardly even visibly move your Exp bar. Did you know level 91 is the halfway point to level 100? This means that a softcore character dying ONCE at level 85+ can lose many days of progress.
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" This statement encapsulates exactly what this thread is about. I can personally attest I know people who will not play this game solely because of the penalty, which is really a punishment. People are tired of losing time, energy and effort when playing a game, and will play other games they can enjoy without being punished. I also wish to point out not a single person has provided any form of legitimate reason supporting the experience punishment mechanic. " The above statement lends even more merit to the absurdity of an experience punishment system. It takes the player so long to reach max level regardless of any punishment, an average gamer is much more likely to get frustrated/sick of the game and walk away because they feel stalled/unable to progress. Blizzard Entertainment made the following important statement regarding the Death Penalty in Diablo 3: "Source: http://www.diablowiki.net/Death It is also important to state Diablo 2 had a 10% experience penalty upon death with 75% recovery when you got back to your body, so ultimately a 2.5% penalty. PoE currently takes SIX TIMES that amount, and is a much more complex/difficult game than Diablo 2. Once again, the death punishment system in PoE is undeniably absurd. Once again, there is already a mechanic built into the game to prevent reckless play (the purpose of a "death penalty") - it is the map portal system which only allows a limited number of re-entries into a map (die too much and you can't go back!); and given maps are required for end-game, players must play them. There is no need for any death penalty system in this game because of the map portal mechanic. It really is that simple. I would like to hear something from GGG regarding this issue. All that and a bag of chips! Last edited by Mooginator#1287 on Apr 28, 2013, 11:52:44 AM
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So you honestly think losing a portal is a good penalty;? There's 6 portals, meaning you think its okay to die 5 times in a map. That's absurd.
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