Replace XP loss with an XP gain penalty?
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How about this:
Instead of losing XP, dying in maps imposes an XP gain penalty on the player that stacks each time they die to the point where they can't gain any XP. This penalty gets removed gradually by killing mobs and bosses and completing maps and other content and eventually gets the player back to the normal XP gain level, possibly even higher than the current one as reward for not dying for a very long time. XP gain = 120% * [1 - F^(-a/A)] style, for example, which means: - the higher the difficulty compared to the player level, the faster the penalty gets removed (achievement points) - XP gain percentage grows back faster if it is low and the increase slows down as it goes up ![]() That way, the player isn't thrown back but the progress forward is slowed by the lower XP gain. Of course that essentially also causes an XP penalty, but "the other way around" and the player is also motivated to do better since they can work on getting rid of the penalty and even get to higher XP gain levels. Dying also once no longer throws high level players back an insane amount of time and the "playing it save" behavior before each level-up also wouldn't be a thing anymore. Thoughts? Last bumped on Jan 22, 2025, 11:47:36 PM
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i think if i lose 10% of the xp i have it feels like the effort i just put in was for nothing.
if i lose 10% of the xp im about to get then it means the effort im about to put in if i keep playing is for nothing. its the same thing in practice, but imo with different feels? the first one feels like you just took my paycheque and now im broke but the second one feels like im in debt. if im broke at least it feels like going out and earning more is getting me somewhere, if im in debt its like im working for nothing, why even bother? just go do something else with my time left on earth thats actually rewarding, rather than playing a computer game to pay off a digital debt to ggg that i now owe because they have an unfair computer game that randomly one shots people and has never been fairly balanced in 12 years? i dunno, part of me feels like that with a 10% xp penalty either way so its sort of whatever i guess. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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" Nice try, cool concept, but they won't ever be satisfied unless you hand them a "you win" screen. |
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It might work if balanced correctly. But I think it would be better to just reward not dying with an increasing XP bonus on map completion and adjust the XP curve to compensate and maintain a similar journey length.
Or on death remove the XP gained on that map. So if you were dying every map you wouldn't make any XP progress. If you died every 2nd map your progress per map is halved. Taking away the rewards for completing that map is fine, because you failed to complete that map. Taking away several previous successes is not. For me anyway. Last edited by Orion_3T#9801 on Jan 21, 2025, 4:54:39 AM
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" speak for yourself , i dont get bored if i dont get punished . remove the xp penalty and 1 map penalty . and with that shallow perspective i dont see how you get fun out of any game, you could also say all fps games are you shot people . all RTS games are you build base. all racing games are you only race. |
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" That's exactly the point. GGG gets to keep their beloved XP loss but it's functioning in way so that it's not perceived as bad as losing it directly. " Au contraire. Unless you really die a lot, you're still getting XP, just not as much as usual and in addition you're also working towards increasing the multiplier again. " I get where you coming from, but it's about getting to a compromise. Considering the XP loss was kept in PoE 1 I doubt that trying to get rid of it in PoE 2 completely will work, so maybe we can at least make it a bit better. |
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really nice concept
its remove the frustrating, and give player to continue to farm :) at least it's a game ^^ and there is lot of game with difficulty but no frustrating penalty Last edited by xweyn#6388 on Jan 22, 2025, 2:57:11 PM
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" but im getting less xp. youve swapped me feeling bad because time ive already spent has been sacrificed and are now making me feel about about the time im about to spend being sacrificed. i cant go back and undo the time ive spent, i can decide to avoid the time im about to spend, i can avoid the xp penalty wasting my time completely by just quitting the game. its disincentivising me from keeping on playing, its now a waste of time to play the game. im getting less, im not getting normal xp, im in a penalty box and i have to work off my debt to the game until i can play normally again. my reaction would probably be fuck that, im not playing. " i just dont think it makes it better, i think it makes it significantly worse. wake up, shall i play poe today? oh yeah im in xp jail and i have to grind for nothing to get back out, earn my right to just get normal xp again?... yeah no thanks. just go play age of sigmar or something. thats honestly how id react to it, the mechanic is telling me its a waste of time to keep playing. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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" It's a good idea but it still ends up with the same problem. Lost time. You'll still need to make back the lost XP. Whether it is removed, or the gain is slowed. Same thing. |
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Yes, it is. The result is the same. I get that this method masks the problem with different emotional response but it is the same thing. Lost time, and for many players who have a life, a job and responsibilities this is a big deal.
But as I said, it is an interesting idea. Last edited by Tyrelever#4677 on Jan 22, 2025, 11:50:22 PM
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