Respawn in Maps

Im playing this game for a while now and I was wondering why the game has no option to respawn the player in the map and instead sending you into 2 loadingscreens.

I was thinking about a design like that.


It lets you choose between going to your hideout or respawning in the map and information on how many portals are left.
Last bumped on Jan 7, 2024, 12:46:53 AM
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+1
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
the reason is simple; game design. having friction when you die (AKA consequences) is the only way to make death punitive and meaningful in a videogame. The run back is part of that.

In my experiences as a life long gamer, games that just have an instant respawn (like FPS respawn for example) especially when there's no "walk of shame" no run back: feel the most trivial to die in. In those games you tend to play them more recklessly and disregard or care less about not only dieing but also care less about the game itself. These games become "light weight games" that you play for a laugh occasionally. An example would be most mobile games or Vampire Survivor and "Survivor likes".

The less that death effects your gameplay experience, the more you can ignore defenses and other aspects of your choices as a player lose meaning and importance.

Light consequences lead to less and less regard for agency in your actions. "body brigading" or "throwing your corpse at it" becomes more and more the "correct" action as the punishment for failure becomes more trivial. At some point death in the game becomes so light weight that you don't even factor it in at all (FPS deathmatch). All of which is to say: consequences in the game define how important you feel your choices are in it, and therefore helps shape how important the game itself is to you..
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Dec 29, 2023, 4:19:41 PM
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alhazred70 wrote:
the reason is simple; game design. having friction when you die (AKA consequences) is the only way to make death punitive and meaningful in a videogame. The run back is part of that.

In my experiences as a life long gamer, games that just have an instant respawn (like FPS respawn for example) especially when there's no "walk of shame" no run back: feel the most trivial to die in. In those games you tend to play them more recklessly and disregard or care less about not only dieing but also care less about the game itself. These games become "light weight games" that you play for a laugh occasionally. An example would be most mobile games or Vampire Survivor and "Survivor likes".

The less that death effects your gameplay experience, the more you can ignore defenses and other aspects of your choices as a player lose meaning and importance.

Light consequences lead to less and less regard for agency in your actions. "body brigading" or "throwing your corpse at it" becomes more and more the "correct" action as the punishment for failure becomes more trivial. At some point death in the game becomes so light weight that you don't even factor it in at all (FPS deathmatch). All of which is to say: consequences in the game define how important you feel your choices are in it, and therefore helps shape how important the game itself is to you..


I'd agree if there weren't already two other consequences to dying: Loss of experience and loss of a portal. You literally can't just keep corpse throwing at a problem until it stops, because then you blow all your portals, also say goodbye to your next level.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
"
Pizzarugi wrote:
"
alhazred70 wrote:
the reason is simple; game design. having friction when you die (AKA consequences) is the only way to make death punitive and meaningful in a videogame. The run back is part of that.

In my experiences as a life long gamer, games that just have an instant respawn (like FPS respawn for example) especially when there's no "walk of shame" no run back: feel the most trivial to die in. In those games you tend to play them more recklessly and disregard or care less about not only dieing but also care less about the game itself. These games become "light weight games" that you play for a laugh occasionally. An example would be most mobile games or Vampire Survivor and "Survivor likes".

The less that death effects your gameplay experience, the more you can ignore defenses and other aspects of your choices as a player lose meaning and importance.

Light consequences lead to less and less regard for agency in your actions. "body brigading" or "throwing your corpse at it" becomes more and more the "correct" action as the punishment for failure becomes more trivial. At some point death in the game becomes so light weight that you don't even factor it in at all (FPS deathmatch). All of which is to say: consequences in the game define how important you feel your choices are in it, and therefore helps shape how important the game itself is to you..


I'd agree if there weren't already two other consequences to dying: Loss of experience and loss of a portal. You literally can't just keep corpse throwing at a problem until it stops, because then you blow all your portals, also say goodbye to your next level.


For sure those are the main things, the run back adds additional weight but I don't think the game would fall apart if it was eliminated, it would just be a little easier to brigade unconsciously, especially during acts when the run back can actually be a little longer from the instance entrance or might involve an embarassingly missed way point as I've done on occasion.

That said considering GGG is making bosses refresh completely on death in POE2 I am going to guess they're not interested in making respawn slicker in POE
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
The problem is loading screens now, since it became like 30+ seconds like in starfield..

I dunno what game is doing all that time sinse all of it should be perfectly loaded in ram already, ho and map. And load must take 1 sec for sure.
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DarkJen wrote:
The problem is loading screens now, since it became like 30+ seconds like in starfield..

I dunno what game is doing all that time sinse all of it should be perfectly loaded in ram already, ho and map. And load must take 1 sec for sure.


30 seconds? Sounds like a hardware problem
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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ArtCrusade wrote:
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DarkJen wrote:
The problem is loading screens now, since it became like 30+ seconds like in starfield..

I dunno what game is doing all that time sinse all of it should be perfectly loaded in ram already, ho and map. And load must take 1 sec for sure.


30 seconds? Sounds like a hardware problem


Other games works fine.
Seems like software problem.
uhm you guys talk about it like I mean to add a respawn at the corpse.
you spawn at the portal regardless of the games version or mine.
The only thing i was focusing on was, that it would save 2 loadingscreens (hideout and map) and at the same time it gives you all the information you get by being in the hideout.it just puts you back at the portal without loading one instance you dont want to be at and one instance you already had loaded-in but need to reload.

I still dont understand why there is 2 buttons that do the same thing but not tell you the same thing.

Forced loading screen is stupid and I dont get it how people can defend that.

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