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What they did instead, was make it so that the XP gain was lower, but you could rest at an INN, or in town, and gain rested XP, which doubled your XP gains the next time you played.
I am well acquainted with rested experience, but that method does not solve the play pattern the devs are trying to encourage, which is for players to problem-solve their builds and gameplay when they hit a wall. The whole POINT is that you want to fix things so you don't die and get penalized, thus getting better at creating and piloting your build. Rested EXP only helps mitigate players playing for way too long with no rest.
This is also why dying at 0% EXP does not delevel you. It gives you a moment to think "Well, I can't drop lower, so maybe it's a good time for me to rethink things".
Last edited by ClockworkShrew#7536 on Jan 2, 2025, 3:39:34 PM
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What they did instead, was make it so that the XP gain was lower, but you could rest at an INN, or in town, and gain rested XP, which doubled your XP gains the next time you played.
I am well acquainted with rested experience, but that method does not solve the play pattern the devs are trying to encourage, which is for players to problem-solve their builds and gameplay when they hit a wall. The whole POINT is that you want to fix things so you don't die and get penalized, thus getting better at creating and piloting your build. Rested EXP only helps mitigate players playing for way too long with no rest.
This is also why dying at 0% EXP does not delevel you. It gives you a moment to think "Well, I can't drop lower, so maybe it's a good time for me to rethink things".
It actually does.
Because if you want to level faster, and keep the bonus xp. You need to play well. Which means working on your build and your playstyle.
You can engage players in becoming better by challenging them in such a way. You don't always need to punish them.
I also wasn't suggesting rested xp as a solution in PoE. Merely pointing out that the same outcome, can be done in two different ways.
Blizzard wanted players to slow down and take their time leveling. Encourage them to log off.
They wanted to do this by PUNISHING the player with less xp the longer they played.
This feels awful for a player.
What they did instead, was reward players with rested XP after logging off. Exact same outcome. Players playing less, but one feels like a reward, and the other feels punishing.
PoE could simply flip XP loss on death, into Bonus XP the longer you're alive. And the outcome would be almost exactly the same. Slowing players down, because now they want to perform well to keep a buff. Rather than avoid punishment. And it's now significantly less frustrating, since you are not losing hours of progress on a single death. Merely the bonus you built up instead.
Last edited by Akedomo#3573 on Jan 2, 2025, 4:00:08 PM
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Posted byAkedomo#3573on Jan 2, 2025, 3:56:24 PM
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I am well acquainted with rested experience, but that method does not solve the play pattern the devs are trying to encourage, which is for players to problem-solve their builds and gameplay when they hit a wall.
The easiest way to solve that problem is to go back to easier content then level and gear up until the "wall" is also easy content.
What it actually teaches players is to avoid risks and challenges.
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Posted byMouser#2899on Jan 2, 2025, 3:59:51 PM
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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? :)
Because the hundreds of posts complaining about XP loss on death are only a ratio of three factors :
-Dying all the time (skill issue)
-Not handling death (emotional issue)
-Wanting to reach max level (entitlment issue)
The expressed issue only arise when all those points are combined until a certain treshold that become a break point for the player. Remove one single of these points and XP loss become a non-issue. Amplify one of them and it degenerate out of proportions.
Because I'm an adult, am emotionnaly stable, and am not entitled, I do suppose other players are also generally like that, hence if having XP issues it's moslty because they lack the skill to not die all the time ; else, it would mean that they are maybe just too emotional about the slightest setback due to their own failures ; or that they are maybe entitled to the point of thinking they deserves level 100 with minimal risks and efforts.
But I'd rather just think they'd need to git gud and stop dying, it's less of a struggle to learn that. Learning the rest is a long journey.
Last edited by dwqrf#0717 on Jan 2, 2025, 4:19:38 PM
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Posted bydwqrf#0717on Jan 2, 2025, 4:16:31 PM
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Last edited by dwqrf#0717 on Jan 2, 2025, 4:19:03 PM
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Posted bydwqrf#0717on Jan 2, 2025, 4:17:41 PM
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Game isn't for you. It's okay. Move on.
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Posted bysebzzz#6019on Jan 2, 2025, 4:22:52 PM
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PoE 1 became a successful game despite the exp loss, not because of it.
Source? Metrics? Data? And I swear if you point to the 200 people on the forum...and call that a majority...whew.
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It having this mechanic is just a funny little coincidence.
Source: Trust me bro. Look up correlation and causation - works both ways.
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Almost all the Softcore players hate this mechanic, the devs just decided to leave it in the game for no reason.
Source and source? Almost all? No reason? Go on.
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If we were given the option to turn it off in the settings, 99% of people would. This alone is proof that its bad game design lmao
"My made up statistic is proof of bad game design."
My dude, you've said a half dozen things, with wild outlandish claims, zero backing it up. Go touch grass.
And I'll let the consistantly solid playerbase over a decade go ahead and fight my side of the argument.
Ok, so I think his final point you responded to is valid. IF GGG put an option to toggle the exp loss off in the UI, would you continue to play with the penalty on or off?
Go ahead, ill wait for a response. :)
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Posted byJaylock24#5784on Jan 2, 2025, 4:23:00 PM
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I am well acquainted with rested experience, but that method does not solve the play pattern the devs are trying to encourage, which is for players to problem-solve their builds and gameplay when they hit a wall.
The easiest way to solve that problem is to go back to easier content then level and gear up until the "wall" is also easy content.
What it actually teaches players is to avoid risks and challenges.
Except experience gained from lower tier maps becomes more and more meaningless as you scale in levels. I would rather shoot myself on the foot than grind low tier maps for a level. Taking a few minutes to review my build and keep doing maps of or above my weight class after improving is way more rewarding and a better investment of time, because, here's the kicker, as you go up in maps this trend will continue. If you don't fix your build, you will go up in levels (slowly), but you will still be dying to maps of your supposed level.
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Because I'm an adult, am emotionnaly stable, and am not entitled,
And yet you do feel entitled to assign motives to other people, regardless of what they say their motives are.
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Posted byMouser#2899on Jan 2, 2025, 4:28:43 PM
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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? :)
Because the hundreds of posts complaining about XP loss on death are only a ratio of three factors :
-Dying all the time (skill issue)
-Not handling death (emotional issue)
-Wanting to reach max level (entitlment issue)
The expressed issue only arise when all those points are combined until a certain treshold that become a break point for the player. Remove one single of these points and XP loss become a non-issue. Amplify one of them and it degenerate out of proportions.
Because I'm an adult, am emotionnaly stable, and am not entitled, I do suppose other players are also generally like that, hence if having XP issues it's moslty because they lack the skill to not die all the time ; else, it would mean that they are maybe just too emotional about the slightest setback due to their own failures ; or that they are maybe entitled to the point of thinking they deserves level 100 with minimal risks and efforts.
But I'd rather just think they'd need to git gud and stop dying, it's less of a struggle to learn that. Learning the rest is a long journey.
Hmm. Well, it seems like you've got the entire thing figured out then.
Everyone just has emotional control problems, is bad at the game, and they're entitled because they want to hit level 100.
Everyone else is just projecting their insecurities onto GGG, and you can see right through it because you're emotionally stable, and not entitled.
Which is why you're going around telling everyone their opinions are wrong, because you know better. Right?
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Posted byAkedomo#3573on Jan 2, 2025, 4:37:50 PM
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