It's 2025, and XP Penalties on Death Still Exist?
" It is not up to them to decide player's tolerances or goals, but it IS up to them to decide gameplay difficulty level, and decide where they stand on the difficulty-to-playerbase-size scale. This is common for ANY game who sells itself as being some degree of hard. PoE does it, the Souls series does it, many roguelikes do it. You misconstrue the concept of gatekeeping. You gatekeep when the intent is SPECIFICALLY to drive people away from something, purely to make something seem "more elite" (ie. you don't want others to have what you have). Wanting to design a game that is complicated because your target audience is the one that finds increased challenge entertaining is not gatekeeping. EDIT: For context that I personally am not gatekeeping, as much as I like the challenge, IF GGG decided to make the game easier for the sake of drawing in a bigger crowed, I would be okay with that, because (A) that's their call as the game devs and (B) I would still find the game fun. Last edited by ClockworkShrew#7536 on Jan 2, 2025, 1:19:04 PM
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" Agreed. The conversation should be less about removing the xp penalty and more about ensuring that deaths feel like a result of player error or risk-taking, not an overly unfair system. |
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" True, but also the real problem in all of this is that, as great as PoE has always been, their greatest issue is they have never taught their players how to work your build out in a way that works either. Anyone who likes the game and actually plays it either looks at a guide, or actually dives into research to understand what guides do and why so they can make their own builds that can stand endgame. What the game needs is some form of first-timer tutorial mode, or tutorials you can opt into at times, that actually tell you how their systems work (example: how defensive layers work in the game, how important resistances are, how to build your way through the passive tree). People can't learn if they're not taught or seek the material themselves. Last edited by ClockworkShrew#7536 on Jan 2, 2025, 1:28:00 PM
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" What a shameless LIE ! There were thousands and way more threads in forum. Thousands stopped playing because of this shit. You are just a POE 1, I like the game as it was, Fanboy. Nothing else. The truth is: With players like you POE 1 wasn't succesfull at all. They made a very stable basis and nothing else. They had (especially) the last 2 opr 3 years just a couple of thousand players. And for sure they will never come on a good amount of cash with players who already bought everything. They made POE 2 because they could not upgrade POE 1 and furthermore they themselves told that they would love to see many more thousands are enjoying their game. So your oppinion is worthless because they already had it in POE 1. So what they need to take care about are the players which are new. Not all the old fanboys. Go back to POE 1. There you have all you need and want. Of course no other players but as you said, more or less, you dont mind. Last edited by Hecktoor#2386 on Jan 2, 2025, 1:35:17 PM
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Good point, and I think improving their onboarding process could help sustain a steady stream of new players, which is crucial for any game's longevity. To be fair, they've made massive strides between PoE1 and PoE2, especially in making more information accessible in-game. Even just having clear, readable definitions is a big step in the right direction. They could go even further by taking inspiration from The Witcher and adding an in-game compendium with a bestiary and glossary to better educate players.
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" The problem is the death penalty removes the challenge, or more accurately prevents it. The devs simply cannot design bosses that you are expected to die to multiple times learning the mechanics and the strategies and how to execute it all. The can't make maps where death is ready to jump out at you behind every corner. The challenge should be the gatekeep, not the penalty. |
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" You can never know the extent of the players that leave over mechanics like this. The vast majority of them, when they encounter something like this, will never voice their opinion on it online like we are here. Many will just simply leave. You're also making assumptions on what people feel in regards to this, and I can tell you that you're wrong. The issue isn't one shot mechanics. It's that deaths are just punishing. To the point of being overly frustrating. Doesn't matter if you die and it's your fault, or if it's a one shot mechanic. Or if it's the power going out, or like what happens to me all the time, my cat jumping on my desk and stepping on the keyboard. The root of the issue is. It's a mechanic, that takes an already super long grind. And adds more time to it, as punishment for deaths. People simply don't like their time being wasted like this, that's all it is. |
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" Mhmm, this is a good point that I've also made in other posts. It also correlates to the issue of 1-portal attempts. I think a more reasonable middle ground would be that, specifically, when you encounter a boss for the first time in maps you get an exception of the death penalty (and a certain amount of free retries). I don't think the EXP penalty should go, but I DO think it definitely could be curved a little during the moments where the player needs to learn something new to overcome it. |
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" A potential middle ground would be to hold experience till the end of the map and grant it when the map is cleared. So you have to clear the map to get the XP reward. |
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" There's just better ways to implement. WoW ran into this same issue 20 years ago. They wanted to reduce XP gains the longer you played. To encourage players to slow down and take a break. Players didn't like it, it felt bad. You were being punished for playing. 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. Players loved the mechanic. PoE and XP loss on death is no different. They could punish players for dying. Sure. Or they could reward players for staying alive longer. With like, bonus XP, or bonus loot chance. Then it's a bonus, and not a punishment, and an opt in mechanic. And it does the same thing, which is slowing players down and having them think about their builds and playstyle. Overall, I think the mechanic should just be axed entirely, as the whole slog to 100 already takes forever. I'd much rather better challenges be put into the game instead, and this is entirely possible too. Last edited by Akedomo#3573 on Jan 2, 2025, 2:04:17 PM
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