It's 2025, and XP Penalties on Death Still Exist?

"
Hecktoor#2386 wrote:
"
D4 doesn't have xp penalty - does it lead to more player retention?

I don't think so.

XP penalty has never been an issue for PoE1, so its unlikely they will change it for PoE2.


What a shameless LIE !
There were thousands and way more threads in forum. Thousands stopped playing because of this shit.



They leave because they die over and over and over and blame the game's design for it. Not their gear, their build, or their lack of skill, but the game itself.

Somehow.
"
dwqrf#0717 wrote:
"
Hecktoor#2386 wrote:
"
D4 doesn't have xp penalty - does it lead to more player retention?

I don't think so.

XP penalty has never been an issue for PoE1, so its unlikely they will change it for PoE2.


What a shameless LIE !
There were thousands and way more threads in forum. Thousands stopped playing because of this shit.



They leave because they die over and over and over and blame the game's design for it. Not their gear, their build, or their lack of skill, but the game itself.

Somehow.


Have you ever played a game where you had to save, and you forgot to save for like, 3, 4, maybe 5 hours. And then the game crashed, or maybe you ran into a really tough fight that you weren't prepared for, and you died.

Then you went to reload, you realized the save file wasn't updated? And you just lost 5 hours of playtime?


That's how people feel about XP loss on death.

It's not a skill issue, it's just a frustration issue my man.

I want the game to be harder. It doesn't need a mechanic like this in order to do that.
Last edited by Akedomo#3573 on Jan 2, 2025, 2:10:45 PM
The balance between risk and reward is paramount to creating a sense of achievement in a progression-based game. If you take failure and loss out of the equation, you undermine the entire point of the game.
"
N3vangel#0037 wrote:
The balance between risk and reward is paramount to creating a sense of achievement in a progression-based game. If you take failure and loss out of the equation, you undermine the entire point of the game.


Nope, if you take death penalties out of a game suddenly it becomes more fun.
Play hardcore, problem solved.
"
Banneddd#5088 wrote:
Play hardcore, problem solved.


Except most people hate the very concept of hardcore, so this solves nothing.
"
Toforto#2372 wrote:
"
N3vangel#0037 wrote:
The balance between risk and reward is paramount to creating a sense of achievement in a progression-based game. If you take failure and loss out of the equation, you undermine the entire point of the game.


Nope, if you take death penalties out of a game suddenly it becomes more fun.


Well. The game still needs friction and challenge to overcome. Just that XP loss on death is a very bad way to add that to a game, since it is overly frustrating.


Unfortunately, lots of games stick to these old archaic game balance choices, rather than adopting better content and challenges for players to overcome.

"
Banneddd#5088 wrote:
Play hardcore, problem solved.


Thanks for sharing your perspective.
Last edited by Akedomo#3573 on Jan 2, 2025, 2:56:01 PM
It's still early - I'm hopeful GGG will find the right mix of risk and reward.
If it could be configurable, I don’t understand why me playing solo without an XP penalty would ruin someone else’s experience with the penalty. Why are they against it being configurable?
People defending XP loss, and terrified it will go away, can simply go and play hardcore.

Problem solved. Let the rest of us have the game we want, and you can get as punished as you want to, because all you talk about in your argument is "skill issue", "good builds", and "being smart".

Yeah, great, go do that in hardcore. If you feel that is too punishing, your are basically admitting that loosing progress CAN upset players, just not at your level.
AKA "my subjective experience of progress and punishment is more correct than your subjective experience".
AKA elitist BS.

Report Forum Post

Report Account:

Report Type

Additional Info