10% exp loss on lvl 95 is 25mln exp

"
fouquet#0993 wrote:
"

If you can fail and fail and fail and fail and still progress in the game then most people will stop to find the game entertaining. The games that are well made are games that force you to get better at it to progress so you get the feeling of accomplishment. All good games have a mechanic similar to this and all those games always have some crybabies who want it to remove because they dont want to be forced to improve. Even tho even they themselves would find the game boring if it wasnt there, they just dont understand gsme mechanics enough to realise

Its always been the same, even in poe1. A bunch of people whining and wanting it removed and ggg correctly (because they know what a good game needs) refusing to remove it


Man, the forum posts by accounts with only PoE2 badge are consistently the worst posts by far. This is delusional.

In PoE1, you cannot slam deaths to progress beyond level 85 ish as the exp loss on death will punish you for the playstyle. You have no idea what you are talking about.


Im sorry but can you even read? When did I even say anything remotely close to that you could just chain feed your way to level 100 in poe1? I litterally said the opposite. I would recommend reading the reply in its entirety before responding. If you dont understand english you can use google translate
"
Toforto#2372 wrote:
"
Nyon#6673 wrote:
If you can fail and fail and fail and fail and still progress in the game then most people will stop to find the game entertaining. The games that are well made are games that force you to get better at it to progress so you get the feeling of accomplishment. All good games have a mechanic similar to this and all those games always have some crybabies who want it to remove because they dont want to be forced to improve. Even tho even they themselves would find the game boring if it wasnt there, they just dont understand gsme mechanics enough to realise

Its always been the same, even in poe1. A bunch of people whining and wanting it removed and ggg correctly (because they know what a good game needs) refusing to remove it


You have no idea what you're talking about, and tourists like you won't be around for any PoE 2 leagues most likely.

Anyway, all you're doing is spouting and shoving your opinions about how someone else should play games in people's faces. You're the one living in a bubble, not everyone has to "enjoy" a game the exact same way you do. All people are asking for is player choice, the ability to choose to not be punished for dying.PoE 2 is not a difficult game, it's actually oversimplified and easier than PoE 1 but you'll never understand that ofc. The fake "difficulty" comes from how horrendously the game is designed. Come back here after you've died multiple times at lvl90+ or even lost a citadel to a map death. I know you really enjoy inflating your fragile ego by thinking you're playing a "difficult" game, but the truth is you're not.

It's always people with private accounts and just the early access key supporter badge with these weird takes I swear.


Well you can disagree as much as you want and make up stupid stuff like how many badges I have instead of actually forming an argument.

The fact remains that this is a mechanic used in most well made games. And they are very rarely removed nomatter how much people like you cry about it. And I feel confident that the people making said games knows more about why its necasserry then both you and me
Git Gud Games!

Those people that like that death mechanic should play hardcore.
"
Nyon#6673 wrote:
Well you can disagree as much as you want and make up stupid stuff like how many badges I have instead of actually forming an argument.


Yes, because you're forming good arguments too. Like the one you made for my question.


You choose to deflect, then use the argument 'Other games have it'. Which doesn't mean it's a good mechanic.


You say it's essential. What value is it adding to the game for you?
Last edited by Akedomo#3573 on Dec 24, 2024, 7:50:05 PM
I just started using Omens past 95, also - just don't die. If you did reach 95, you should have a good hang about what your character can and should not do. Play accordingly. Have the Omen of Amelioration in the inventory as backup. Learn to esc/respawn at checkpoint.
Farming salt on the forums since 2024
Last edited by Toaru_Majutsu_no_Index#1288 on Dec 24, 2024, 7:51:35 PM
"
Akedomo#3573 wrote:
"
Nyon#6673 wrote:
Well you can disagree as much as you want and make up stupid stuff like how many badges I have instead of actually forming an argument.


Yes, because you're forming good arguments too. Like the one you made for my question.


You choose to deflect, then use the argument 'Other games have it'. Which doesn't mean it's a good mechanic.


You say it's essential. What value is it adding to the game for you?


Ive explained several times why its essential not sure how you couldve missed it.

If the game has no punishment for making mistakes then dedicated players wont find any sense of accomplishment from the game.

If dying has no cost then you have no reason to ever focus on defenses.

If reaching level 100 is guaranteed as long ss you play enough then hitting level 100 is no longer an achievement and becomes pointless.
"
Nyon#6673 wrote:
"
Akedomo#3573 wrote:
"
Nyon#6673 wrote:
Well you can disagree as much as you want and make up stupid stuff like how many badges I have instead of actually forming an argument.


Yes, because you're forming good arguments too. Like the one you made for my question.


You choose to deflect, then use the argument 'Other games have it'. Which doesn't mean it's a good mechanic.


You say it's essential. What value is it adding to the game for you?


Ive explained several times why its essential not sure how you couldve missed it.

If the game has no punishment for making mistakes then dedicated players wont find any sense of accomplishment from the game.

If dying has no cost then you have no reason to ever focus on defenses.

If reaching level 100 is guaranteed as long ss you play enough then hitting level 100 is no longer an achievement and becomes pointless.


These "dedicated players" you speak of are a niche 0.01% of people who for some reason enjoy being punished in every game they play. Your "dying needs to have a cost" mentality is outdated and will not work for a live-service game.

If this game was a one-time purchase it would be different. But it's not. And I can tell you right now that GGG do not want to lose players and make this game extremely "niche", because then they quite literally won't make enough money to keep the game running or keep making content for it. This is a live-service f2p game, not Dark Souls or Elden Ring. It's a different business model, and you seem to not understand that at all.
"
Nyon#6673 wrote:
"
Akedomo#3573 wrote:
"
Nyon#6673 wrote:
Well you can disagree as much as you want and make up stupid stuff like how many badges I have instead of actually forming an argument.


Yes, because you're forming good arguments too. Like the one you made for my question.


You choose to deflect, then use the argument 'Other games have it'. Which doesn't mean it's a good mechanic.


You say it's essential. What value is it adding to the game for you?


Ive explained several times why its essential not sure how you couldve missed it.

If the game has no punishment for making mistakes then dedicated players wont find any sense of accomplishment from the game.

If dying has no cost then you have no reason to ever focus on defenses.

If reaching level 100 is guaranteed as long ss you play enough then hitting level 100 is no longer an achievement and becomes pointless.


These "dedicated players" you speak of are a niche 0.01% of people who for some reason enjoy being punished in every game they play. Your "dying needs to have a cost" mentality is outdated and will not work for a live-service game.

If this game was a one-time purchase it would be different. But it's not. And I can tell you right now that GGG do not want to lose players and make this game extremely "niche", because then they quite literally won't make enough money to keep the game running or keep making content for it. This is a live-service f2p game, not Dark Souls or Elden Ring. It's a different business model, and you seem to not understand that at all.[/quote]

Again you can disagree as much as you want and you will not be able to convince me.

Its not a coincidence that this is a mechanic in so many successful games.

It was a mechanic in poe1 and they refused to remove it and poe1 is a great game and a huge success, i dont think its likely they will change their mind in poe2
"
Nyon#6673 wrote:
Ive explained several times why its essential not sure how you couldve missed it.


You're not really giving any good arguments. Other games have it is an appeal to popularity. Except, in this case. Significantly more games don't use it, than use it. So it's not really making sense.

"
Nyon#6673 wrote:
If the game has no punishment for making mistakes then dedicated players wont find any sense of accomplishment from the game.


The punishment is death. Losing your time, and having to try again. There are literally probably a million games with this sort of gameplay in it. It doesn't mean they're any less fun, or challenging. Plenty of people have no problem playing them without xp loss.

Harsh punishments like XP on death are used in very few games. And even fewer use it to punish you with hours and hours of gameplay being lost on a death.

"
Nyon#6673 wrote:

If dying has no cost then you have no reason to ever focus on defenses.


If you're dying over and over. One would naturally build more defenses so they could progress. The punishment of xp loss isn't needed.

I played through the acts. If I start dying, my next few levels are in defenses and looking at new gear. That's how the game works.

"
Nyon#6673 wrote:
If reaching level 100 is guaranteed as long ss you play enough then hitting level 100 is no longer an achievement and becomes pointless.


And yet, hundreds of thousands of games do this. And what do you mean, not an achievement? People spend a lot of time on this already. It's a pretty good feeling to hit max level in games. Do you think it feels better to never hit it, and die constantly, losing hours of xp each time?


Does the achievement have to be nearly unreachable for you to support it's legitimacy?


"
Nyon#6673 wrote:
Again you can disagree as much as you want and you will not be able to convince me.


Then you are having a discussion in bad faith. You hold a biased opinion and can't defend it, and even despite this. You'll still think you're right.

I would get off the forums if you're unable to have a discussion on something like this.
Last edited by Akedomo#3573 on Dec 24, 2024, 8:07:17 PM
"
Akedomo#3573 wrote:
"
Nyon#6673 wrote:
Ive explained several times why its essential not sure how you couldve missed it.


You're not really giving any good arguments. Other games have it is an appeal to popularity.

"
Nyon#6673 wrote:
If the game has no punishment for making mistakes then dedicated players wont find any sense of accomplishment from the game.


The punishment is death. Losing your time, and having to try again. There are literally probably a million games with this sort of gameplay in it. It doesn't mean they're any less fun, or challenging. Plenty of people have no problem playing them without xp loss.

Harsh punishments like XP on death are used in very few games. And even fewer use it to punish you with hours and hours of gameplay being lost on a death.

"
Nyon#6673 wrote:

If dying has no cost then you have no reason to ever focus on defenses.


If you're dying over and over. One would naturally build more defenses so they could progress. The punishment of xp loss isn't needed.

I played through the acts. If I start dying, my next few levels are in defenses and looking at new gear. That's how the game works.

"
Nyon#6673 wrote:
If reaching level 100 is guaranteed as long ss you play enough then hitting level 100 is no longer an achievement and becomes pointless.


And yet, hundreds of thousands of games do this. And what do you mean, not an achievement? People spend a lot of time on this already. It's a pretty good feeling to hit max level in games. Do you think it feels better to never hit it, and die constantly, losing hours of xp each time?


Does the achievement have to be nearly unreachable for you to support it's legitimacy?



1. Losing the 2mins it takes you to run back to your map is irrelevant. Now your trying to make an argument out of other games doing this yet telling me I cant do it

2. No, if dying has no punishment then there actuallly is no reason why people should automaticly feel like they need to build defense

3. Again your trying to make an argument out of what other games do. I dont think its a good feeling to hit max level in a game if its easy and free. I think its a good feeling if it was challenging and i had to keep improving to make it there


Im sure im wrong and your right.
And the companies like ggg and fromsoftware implement these mechanics and refuse to remove them for no good reason... maybe if you make more forum posts you can convince them that you know more about making games then them

Report Forum Post

Report Account:

Report Type

Additional Info