Experience loss driving some players away?
" lol you just dont understand. Maybe someday when you get a game you love and have to watch as community members like you slowly tear it apart over the years by demanding casual features until its a hollow shell of its former self you understand that people like you use this "i just want options" rouse as a way to get what you want which will ultimately end up with a game so boring, and bland the only people left playing it are teenagers and kids who don't know any better, WoW is a perfect example of this. you people are never satisfied. Your like locusts moving from game to game sucking the soul out of them then telling the developers they are bad when there only mistake was listening to you. Last edited by derbefrier#6652 on Apr 21, 2013, 9:33:05 AM
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This game is the best managed mmo game I have ever played. And I played a lot of them.
Also best micro transaction (F2P) game. And for me one of the best games ever.If you disagree then you've got problems. But I vote for decreasing exp loss penealty. I understand that most ppl cant play for hours daily and they wanna just have some fun and that exp loss is a huge set back for them. IGN: Szlachetny
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dear op,
heres solution to the experience loss problem. build a character that wont die. "The problem with scrubcore is that it is full of of scrubs"
- King Edward the Longshanks |
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just 2 cents...if the devs care...
One of the reasons I quit was the exp loss for Default. See my sig. If I wanted a stiff penalty for dying, I'd have chosen Hardcore. " +1 I've already built several high-level characters, so I tried that approach. Game ends at 75. " Why should I on Default? I'd do that if I played Hardcore ofc. I prefer to build something that's different and fun. So yeah, I guess this game is not for me... 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. Last edited by GhostlightX#1022 on Apr 21, 2013, 10:26:23 AM
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A death penalty makes the game NO harder. It is applied after the death as a 'fuck you'.
This game is already chock full of intense grinding. To have a penalty that says "Hah hah, no you have to grind even more" is just dumb, IMO. Also, how can one possibly 'lose' experience? In a very grind heavy game the death penalty equates to...more grinding.
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XP loss wouldn't be the issue if the game was actually balanced.
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guys
they stated that theyre not expecting anyone to reach lvl 100 for months...and they wanted to make it has DIFFICULT as possible. for all of you QQ'ers out there, please go back to playing diablo 3 and your paragon 100s that you made in less than a month. i really dont see the problem with the XP penalty in softcore. when a hardcore player dies, they delete and reroll. simple. maybe im being callous, but if that many of you guys are dying in sc to the point where the xp loss is much of a concern, then maybe its time to rethink your builds "The problem with scrubcore is that it is full of of scrubs"
- King Edward the Longshanks |
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" the experience loss is to prevent everyone from going glass cannon and facerolling the game. if there was no loss of xp, getting to lvl 100 wouldnt be such a big deal and you guys would be complaining about a lack of end game right now. "The problem with scrubcore is that it is full of of scrubs"
- King Edward the Longshanks |
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level 80 is engame right now, and its not *that* hard to get there even if you play a glass cannon softcore char.
Its difficult to progress past 80 (for a casual player at least) because we don't have 80+ content yet, pretty straight forward. The games got years of updates to go, which, for now at least, only cover up to level 100. The exp curve isn't really designed (at least I hope not) to be played on content so much lower than your level. So, your options are to either "not die" and slowly grind away, or if you don't have a robust build, change focus. Get efficient at killing, get some IIQ and IIR gear and farm items/currency. After all, what do you want those extra levels for anyway? aside from PVP the answer is to farm the same stuff your already killing efficiently, so dying isn't that big a deal (cept for hardcore ofc lol). |
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When the monster power system was introduced in Diablo 3 people asked why the monsters life increases so disproportionately to their damage.
Jay Wilson answered: Because it is more fun to increase your characters damage than trying to get the last tenth percent damage mitigation out of your character. Say what you want about D3 but in that point he was absolutely right. Not only that the great passive tree in poe is a complete farce as you will only search for the shortest path to the next HP node, the game forces you too much into a defensive playstyle. |
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