death penalty, race to 100: philosophical conflicts?
The initial premise of "we need steep penalty because without it people will reach max level while dying 1000 times" is fundamentally flawed logic. Soulslike games still can be "fully completed" after dying lots of times as part of the learning curve. Arpgs including poe have neither completion (infinite grind), nor a linear learning curve, poe1 progression is full of unpredictable difficulty spikes and big rng fluctuations. Here dying isn't learning, it is underhanded tactics to keep people in the game longer. And to exploit pride of certain small subset of players.
Now without such motive, why should developers care about how people choose to experience their game? If someone doesn't want to dig for one of 5% unkillable gimmicks, who do they hurt, exactly? Is their money worse than others? There are already inherent rewards for those who die less on average, along with other death penalties (losing portals to aspiration content and having to do grind loop again). People who consider never dying important will always find ways to track this information without looking at others character level. |
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" Uhhh dying is definitely learning in this game. Its up to the player should they choose to learn from it or not though. For example this player in the bottom left, who will remain unamed, seen dying to a chaos beam with negative chaos resistance decided to get hit by the mechanic. ![]() Its up to them whether they learn from this mechanic and try a different approach. Or continue to struggle, and hypothetically blame it on something unrelated. Like a phys one shot. Mash the clean
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I really don't understand those people that are suggesting on removing death penalty. If you like POE so much that you don't want to play D4, make an effort to learn how build works and what combinations of mods are dangerous to what map you're running. When GGG announced 3.25 was extended, I decided to get the portal mtx. Took me 1 week and a few days to get it done and considering how hard the trade is at this stage of the league.
You don't want to make an effort to be good and now, you suggest things that will be convenient for you and didn't consider other people's wants? I mean if you can't even see what's wrong with this then no understanding will be made. You said it yourself, they want more audience and yet they have not change the death penalty all these years. Maybe its time to read between the lines? Last edited by iMirageX#4580 on Nov 25, 2024, 8:56:46 PM
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" HC is not really worth mentioning....it is a special beast with its own set of rules. None of these "death penalties" are anywhere remotely near Perma-death HC. And no....once again I disagree with your assertion. Those who truly enjoy HC don't play the same single build every time they play HC: they try tons of DIFFERENT builds to see how far they can get. You might be right in terms of leaderboards, but not overall skill usage. Once again.....a very very small percentage of players, even amongst the already very small HC community. You cannot, absolutely cannot, have a discussion on death penalties while including HC in the mix. A penalty implies an "after" whereas the entire mode of HC IS the death. Its not a penalty, its just instant game over. The whole playstyle is centered around not dying, because there is no "after death". Whereas non-hardcore is centered around expecting to die, and what you do after it happens. Starting anew....with PoE 2
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" But its not....and that is what makes all the difference in the world. There is no "after death" in HC. Death is it. Game over. The entire character is in the trash. It is not an extreme case, it is a separate entity altogether. That's like saying a spaceship is simply an extreme version of a car. Death in "softcore", even with the most strict penalty possible will never ever be hardcore. Bricking a map is incomparable to losing a character. Even if the penalty were dumping all your items after death, it is still incomparable to hardcore. If you continue playing your HC character in softcore after death, you are no longer playing hc...nor were you ever truly playing hardcore. The mode ends with death. There is a steep steep steep rolloff between what happens in hardcore vs. what would ever happen in softcore, no matter what the penalty may be. Starting anew....with PoE 2 Last edited by cowmoo275#3095 on Nov 25, 2024, 11:11:58 PM
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" Learn what, exactly? No floating damage numbers, no death log, no "last 2 seconds of combat" log, sometimes (not always) not even a visual clue to why you've died. In poe1, buckling up one group of resistances still won't save you from another random death in juiced content. And juiced content is the only way to get rewards. Souls games have no randomized damage on both you and enemies, and even bosses AI logic tree can be memorized if you're really into it. Poe1 is all about randomness, not player actions, which is why is isn't equipped to support steep death penalty. In race events penalty may be fine, since race is an ego contest to begin with. But enforcing penalty in generic softcore gameplay is just GGG shooting themselves in the leg without a clear benefit in sight. Aside of bringing said ego contest in softcore too. Which is perfectly illustrated by some comments here:) So far, based on available information, poe2 seems to be heading down the same road as poe1 balance-wise. |
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" the reason d4 fails is absolutely not to cater to a wider audience. d2 was extremely casual friendly. Normal and nightmare are extremely accessible for everyonge. No the reason is they cant stop shoving their ideoligical bullshit , the higher ups hates 90% of their customer base and they hire terrible junior devs to cut corners and make the most amount of profit for the lowest cost possible. noone can make a good game with these constraints. there are plenty of games that cater to the masses and are successful. as for removing the xp penalty, i think the one try map and one try bosses are way way way worse. because it bricks the fun of the game. xp penalty in poe for instance is not a fundamental problem by itself. if you consider 4% per point, it s around 40% more damage that you re lacking. nothing game breaking. Sure those points are sweet. But if your build has a lot of strength, it wont ruin the fun. [edit] 10 levels at 4% Last edited by SerialF#4835 on Nov 26, 2024, 6:36:48 AM
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" Didn't they say you are locked out of that node and have to path your way around the bricked node now? This means the guy with proper build won't die and gets to the juicy part of the "Atlas" faster |
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everybody use
"Cast when Damage Taken Support--More Duration Support--Immortal Call" The death mechanism definitely has major issues in poe1, such as the lack of feedback during death or the damage mechanics of the monsters. If players are required to copy powerful builds from the NINJA just to defeat all boss, this really needs to be addressed. However, this may not be a problem that can be solved by just fixing the death penalty alone. Last edited by ooW_Woo#4945 on Nov 27, 2024, 5:07:19 AM
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" You are describing a very unique kind of player here, while ignoring the thousands of other possibilities that were used back then, and now. Again, using extreme extremes to illustrate a point that doesn't exist. I played back then, I remember the runs. To be honest, I think I remember it a bit better than you....it wasn't "fear of death" that caused players to run docks over and over again. It was enemy density, clear speed, and rewards. That is a separate problem. Early maps were too sparse and offered no better rewards than the docks, so people played docks. Additionally, the "health node" craze existed for a short time because collectively the playerbase wasn't "good enough" yet to glass cannon things, or the benefits to dropping defense and adding attack were negligible at the time. Back then, the changes between full glass and tank were in the single digit percentages, not the 10x/100x differences of today. But I vividly remember less than a year into the full release of the game, the glass cannons beginning to shine. Less than a year. And yet....builds were NOT limited. People chose to play glass cannons just as often as they chose to play tanks, and everything in between. The block tank gladiator was one of the top tier classes, despite it being one of the slowest clears available at the time. All that being said, there SHOULD be a level of fear around tackling new and harder content. Otherwise, all the game becomes is an auto-battler. Death shows you that your character is "not ready" for something. But death alone has been proven to not have the desired effect in arpgs because of "corpse-running". Thus, a penalty associated with death becomes necessary to actually drive home the idea that you cannot brute force your way through all levels of difficulty in the game. Through the development of PoE 1, it has been shown that 6 portals and 10% exp simply did not have the desired effect of deterring glass cannon no-defense builds. It certainly wasn't just the penalties that weighed into this, but they definitely played a role. You can still farm too much with a gimped character. So they are making the punishments harsher. So sure, perhaps this limits build diversity insomuch as requiring builds to think more about balance in passives and gearing, but it almost certainly won't limit skill usage. The reason why hardcore is not worth mentioning in this argument is, again, that there is nothing after death. Corpse running is not an issue. Heck, penalties and reinforcement plays no role. Because when you are dead, you are DEAD. This will never be the case in non-hc. It is a completely different game, with a different set of rules and approaches. Death penalty + hardcore is completely incompatible in a reasonable argument. Starting anew....with PoE 2 Last edited by cowmoo275#3095 on Nov 27, 2024, 10:31:39 AM
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