Experience loss driving some players away?
" Yes it does. Putting it in bold and italicising it doesn't suddenly make it true lol. IGN: ScrubcoreRulezBitch
Alt: HardcorePwnsScrubcore |
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" So, you've never before had the experience of discovering that different people have different preferences? " Maybe the act of playing the game is fun in its own right? " Not remotely true. In a lot of cases, "didn't win" is all the punishment for "dying", and that's perfectly adequate for many people. Different people have different ways they experience both risks and rewards. " Obviously, for some people, it would, though. Although "always progress" is a little handwavey; there's a point at which in practice you aren't noticably progressing anyway. " That's pretty much true now, since you can always just play easier content and still get at least one XP. " First off, this is a very unlikely claim. Do people really do that? I haven't seen it. If I die a lot in content, I assume something's wrong and go fix it. I'm still on "normal", where there's no penalty for dying. Doesn't matter; if I find a character to be dying a lot, I'll change things to correct the problems, or reroll. Secondly, even if it were true: So what? Not everyone has to have the same idea of "fun" that you do. It is acceptable that other people are happy doing things that would not make you happy. Look, I spend about enough of my time already having people tell me that the music I like isn't good enough, that the games I like aren't good enough, that my personal life doesn't meet their standards. The world has a rich oversupply of people who cannot be happy unless everyone else is doing things they personally want to do. It turns out, even if the game allowed people to do something that sounds really unfun to you, there's no real risk to what you want to do. You can play carefully if you prefer. Heck, having played a glass cannon build experimentally for a bit, I will point out: Even with no death penalty, it's still slower. Learn to play, noob! <http://www.l2pnoob.org>
(Yes, that seebs.) |
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" I would go so far as to state that death penalties in games serve a purpose for some players. But then, so do games without death penalties. And this isn't a hardcore/casual thing, necessarily. Seriously, I grew up on roguelikes, you don't have to try to pitch to me the idea that "you lose stuff if you die" could be part of a fun game. I just don't personally think it's a fun thing in a game that is, say, highly dependent on timing and network operations. I'll take "whaddya mean death penalty? That character's dead, make another" from a game where everything is turn-based and it is genuinely impossible to die due to network lag or anything else. In a game where I hear of more deaths from desynchs than deaths from carelessness? Maybe not so much. Learn to play, noob! <http://www.l2pnoob.org>
(Yes, that seebs.) |
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The 15% death experience is actually a good thing.
It is the only way for me (lvl 83) to catch up with my friend (lvl 85 and plays more than I do). So this allows me to play more safe (im duel totem spark so pretty safe already), especially in a group, and once I pass him (he plays melee), I have something to laugh at him about =) IGN: AchiLize
Achi's Quality Shop https://www.pathofexile.com/forum/view-thread/602552 |
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" I hope you are kidding. because the rest of us could really give a fk if it helps keep you balanced with a player who plays alot more then you. Experience should be a direct reflection of how many mobs you killed, +/- experience penalties from your current level and your killed mob zones. you shouldnt have 4 levels above someone who killed 100k more mobs then you simply because your class is so much easier to avoid death. the fact that easier cookie cutter classes make up 99.95% of the people in here that are promoting the death penalty not be lowered, and the other .05% promoting it are people in the hardcore league where it has nothing to do with them.. is a joke. I play melee. losing a day or two worth of experience gain (that I can only get in maps that cost currency) because I chose to actually take a little risk and not just hide behind totems or minions is pathetic. I only get to play an hour or two a day.. and one death is the equivalent of about 6-12 map runs. One death wipes out all that experience I would of gained in a day or so. I don't want the death penalty removed. I want it lowered to something reasonable so the game doesn't scream "quit" any time I die at my current high level. If I wanted that kind of punishment I would play in altf4core. Last edited by Drahken#7486 on May 2, 2013, 6:50:36 PM
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" " And thus began the tale of the True Scotsman... anyway... seriously? Look, I'm not fond of death penalties, either. But they obviously exist to disincent glass cannon builds and play styles. A cogent argument can be made that maps alone do that in their own right. But the XP penalty will hit you far sooner than maps, and it's likely good to know your build is broken before that stage. --C Last edited by Courageous#0687 on May 3, 2013, 1:41:13 AM
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" Delete and lock please. This kind of posts make me sick. HEY!!! GOT MILK!!!
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If you are playing the game and desync randomly happens, and you randomly appear locked in the middle of a pack of mobs and death is inevitable. that sucks. its completly unfair and mostly out of your control. the death penalty is just a nasty side effect, the actual problem is th desync. a similar argument can be made for any death that is out of a persons control. But, not all deaths are the fault of the game. in fact, id guess that they make up only a very very small fraction of the total deaths that have happened.
even sometimes when it IS desync that kills you, it was still ultimately your own fault. as a player that has reached level 80+ you should know that desync happens, and you should have a good idea when and where it is likely to happen. avoid those situations. or go into those with extreme caution. you cant blame the game for your stubbornness and then of course, there are the 'oops' moments if you go into a room full of sparkers and die, 'oops' if you later go into a room of undead rhoas, 'oops' if you even later go into a room of molten rolling flame golems things, 'oops' if you forget that this map has a twinned corpse explode boss, 'oops' when will 'oops' stop happening? there gets to a point where you need to just stop. its softcore, and you dont lose your character by dieing, but you arent invincible. the death penalty isnt there for fun, its there to remind you that dispite being called 'softcore' its still supposed to be a challenge. you arent supposed to be able to faceroll your way to level 100 |
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" experience loss/character loss add a sense of imminent danger , adding adrenaline and other chemical reactions when you are close to dying or survive a dangerous situations. so it adds quite a bit , and it's why i don't really play any games except hardcore or competetive games. Last edited by khemintiri#3096 on May 3, 2013, 6:47:40 AM
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" so we need something pushing more of the path of life nodes stereotype? this game has zero problem with glass cannon builds. it does have a problem with every single build being built around survivability. besides CI and totem users which have their own forms of survivability, any equipment without +life on it is almost immediately worthless. |
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