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

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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.


No one is talking about taking failure out of the game - we're talking about adding more.

XP loss drives players to easy maps so they can avoid failure, rather than juicing maps to the max to push themselves to the limit. The reward simply isn't worth the risk.


Do you really believe no one feels a sense of achievement when beating Dark Souls or Elden Ring? Yes, you lose the souls in your inventory, but once you learn not to hoard them, that isn't much. And most of the time you can get them back, anyway.
The year has nothing to do with the mechanic.


If you want to know why its still in the game, listen in on any interview ever where the question has been repeated.
Mash the clean
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Toforto#2372 wrote:


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


It becomes more fun ONLY for the people dying all the time + not handling it + wanting the level max. Which is an extreme minority of players.
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eldheim#2436 wrote:
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.


You can't just do this.
Last edited by Akedomo#3573 on Jan 3, 2025, 4:07:29 AM
The XP penalties are one of the best parts of the games progression.
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dwqrf#0717 wrote:
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Toforto#2372 wrote:


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


It becomes more fun ONLY for the people dying all the time + not handling it + wanting the level max. Which is an extreme minority of players.


Dying all the time? Why do you keep assuming people are dying all the time.

All it takes is one death at the wrong time to frustrate someone lol.

Does it make it easier for you to devalue and invalidate others, when you adopt a mindset that 'everyone else is just dying all the time'? I would assume so, because it's the argument you keep defaulting to.



And, as far as I've seen on the forums. Getting to level 100 isn't an achievement, and it's not really even worth it. At least, that's what players consistently tell me on the forums.

So, why do we need a mechanic in game that stops people from getting to level 100, if it's such a meaningless and pointless thing to do?

Why do you want XP loss on death in, to continue making it difficult to get to? :)
Last edited by Akedomo#3573 on Jan 2, 2025, 3:08:22 PM
That's one way to approach XP loss, and it's not wrong. Another way is to push content despite the risk, aiming for better drops to progress your char and tackle even higher content. There are countless ways to play, but if you remove consequences, it trivializes the content.
Why penalize the player for playing and dying? GGG should be doing all they can to ensure players keep on playing.
I don't know if I'm imagining things but it seems to me that level 100 is put on a pedestal more frequently by people who have never reached level 100. It's like they're really trying to turn that thing into something profound for some reason. It's just nice to cap out the passives and not caring about dying anymore, that's all there is to it.

All you have to do to get there is avoid fun for whatever time it takes you to slog through hundreds of T16s w/o any nasty mod combos. (about 450 for level 99) It's not hard, It's just boring.

+1

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