Suggestion : XP GAIN/LOSS || OFF / ON SWITCH
If you find the game unrewarding or too hard overall that is a different topic and probably has more to do with your expectations than with the actual game.
Personally I find it very rewarding when a character I made myself clears difficult content. Comparing boss drops to barrels is a bit silly too. |
|
well boss drops and barrels have the same loot table, unless atziri or corrupted.
Who said the game is hard? Hard =/= Not wanting to risk bad luck/desync/ because the risk is not worth the reward. Standard League
Lokailith - Level 100 Max Block Static Strike Marauder. Ranked #87 In World Helped 7 Players Grind To 100 PRE Awakening & 3 Players Post Awakening ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Streaming @ twitch.tv/levy42088 |
|
I don't expect much from a loot hunting game.
What I expect, though, is that an exceptionally dangerous (not hard, there's nothing hard about PoE, it's trying to stack your pile of shit higher than the enemy's pile of shit, to put it bluntly) enemy has at least some reward other than regular loot, or only the chance of dropping something special. Without at least some sort of special loot table for these, there is no reason to kill them. Now please don't accuse me of just wanting Shavs dropping right and left. I hate Shavs as a unique. Way too restrictive. Let's say certain bosses had a chance to drop items with a specific, useful mod. That would motivate people to kill the boss. Also, please elaborate your stance on my comparison between barrels and bosses. Other than item quantity, what is the difference (considering loot) between a barrel and a boss? In how far is that comparison silly? We are going to shut down Beyond immigration into our maps until we find out what the Hell is going on!
|
|
" And what's that do? Can or did you even care to think of what that means? It means there is no longer any risk or reward. Build diversity no longer matters. If you come across something that would normally kill your build, you simply disable XP and now have no worries. So let me clarify: people who don't like using cheat codes and ruining the game wouldn't use it, but eventually would in order to compete with those who do. Those who don't mind using cheats or exploits would abuse it as much as possible. There, now everyone is included and I'm no longer talking about honest folks. " Don't know if trolling or serious. But no, it would kill diversity and any penalties this game has. It also would prevent you from getting experience for Haku, since that is experience. No reason his XP should increase if yours is disabled. " No, it doesn't. I removes the biggest penalty in the game. Who gives a fuck about a portal? I'd worry more about 10% experience, even at level seventy. " No, there's no risk. You just turn off xp, grind for items to sell and currency drops, then buy better gear and turn xp back on. Viola, you can now grind for xp without any worry. |
|
" No, that sounds like difficulty (=hard) to me. An obstacle that prevents the completion of a goal is the DEFINITION of difficulty. Claiming that you can't do palace Domi with your group because they will die is the same as saying its too difficult for them. You could argue that too much of the difficulty depends on random chance or that it is unfair, but that's a different topic. Regarding piles of shit: ARPGs in a nutshell. If you don't like that you're playing the wrong game. It also sounds like you haven't tried to roll up your own spec, if thats the case you are missing out on a lot. re. barrels, since you asked so nicely: Barrels are always at the same level as the zone, while blue mobs are +1 and yellows/uniques are +2. That's why its impossible to get a map out of a barrel that is higher level than the map you are in, aka no map progression. IIQ and IIR on gear has no effect on barrel/chest drops. Bosses also have some built in IIQ and IIR, which means they are much more likely to drop rare and unique items (amplified by IIQ and IIR on the char). Ever wondered why some people farm Dominus 24/7 and not just break barrels? This is why. You don't see how comparing the two extremes (most potentially rewarding vs. least potentially rewarding loot object) and claiming there is no difference is silly? If you truly believed that I doubt you would be pushing to do bosses when doing a barrel run is just as good. I think fixed loot tables for bosses could work but there are potential issues. Standard is already flooded with GG gear, so it would hardly make a difference there, but temp leagues could be thrown way out of whack by adding guaranteed drops (Even if it was just blues with a specific "good" mod; good being better than a master craft) If such drops were added, I assure you that people would start running specs that revolve entirely around whatever drops are guaranteed = less build diversity. Bosses with fixed loot tables would probably have to be gated like atziri to keep power creep in check too, and that has turned out to be rather unpopular. GGG has stated that they wish to broaden the end-game experience with more side-bosses like atziri, so I think this is quite likely to be implemented. |
|
" That's ridiculous. By having easier access to bosses and other interesting content, you'll have increased diversity rather than reduced diversity, because players won't feel as obligated to use the most optimized builds. " This isn't about cheating or exploiting. I am not especially in favour of the suggestion (nor am I especially against it). It's about being able to discuss and rethink the penalty system so that it is enjoyable not only for hardcore players but for casual players too. Basically, we feel that the way the penalty system is now is unsatisfying, and that it could be changed for something better. Not necessarily using the current suggestion, but at least, we would like for something else than the usual "you just want the game to be easy" replies. This doesn't help, and shows the issue isn't well understood. We don't want the game to be easy, we want to get the best experience (enjoyable moment) possible for everyone. The way the game is now, you can get very severely punished for an attempt at something slightly difficult. This leads to skipping huge chunks of the game's content you would actually be decently able to manage. For example, today, I got into a map with Devourers. I do decently well against those monsters (I am able to shoot full groups of those as they emerge around the character), but I occasionally mess up and get killed by them. For the moment, I don't lose enough experience for me to completely stop attempting them, but as my experience requirements increase, I'll be more likely to simply skip any map containing those, as I wouldn't want to get set back to the state my character was at a few days prior to that map. I'll also add that the current system can be excessively frustrating. When you log in to get some steam off, and then make some mistake(s) that lead(s) to you ending the game session with less experience than you started it with, then you seriously wonder why you are playing the game. Even more so if you didn't actually make a mistake but simply encountered a rogue exile that caused a screen freeze which led to your death (you can't even ALT+F4 on screen freezes). PS : " Please don't use that kind of rhetoric. All your argumentation is good, but this part is something that will easily be interpreted as insulting to the person it is targeted at. |
|
" No, [Removed by Support] If a build can only do certain things, it will only do those certain things. But if a build has an option, even a temporary one, it removes all risk and reward. It can now go fight a boss and see if it can make it, without any penalty for failure. If it wins, it removes much of the value of winning. It also removes all value of things like reflect, Corrupted Blood, fracturing mobs, and so on. Why have them if it doesn't matter if the character dies? " This suggestion is all about exploiting death. " Yes, it can. And when we find something better we should implement that change immediately. But we haven't found a better solution yet, have we? " There's your problem. Diablo III went that route and look how it ended up. It's one of the easiest games to play, and PoE is one of the hardest. Diablo III is essentially a game slut, it caters to the lowest of the low by giving the easiest and most forgiving gameplay; PoE is the exact opposite. Once you place your points, they're basically permanent. While you can change your entire skill set in Diablo III without much, if any, problems. You can't grant something to everyone. It is impossible to do so. Make this game easier, and you drive out the hardcore players. Make it too hard, and you drive out the softcore players. " That's when shooters or Diablo III become more your style. I personally play APB:R to let off steam, since it has more than just shooting to it. I suggest you look into it. But that's the main difference between PoE and D3. PoE is unforgiving and no single build is meant to clear all content, yet some builds can. Why do people keep trying to attack the penalty instead of the things that cause the penalty? It seems your whole qualm with this is that some builds can do everything (low-life aura stackers), and instead of attacking those you attack the death penalty. There's a reason why some things threaten your character, and they should remain that way. Last edited by Kieren_GGG#0000 on Jan 25, 2015, 5:16:45 AM
|
|
Um you really aren't understanding what I'm saying... Since your bringing up Corrupting blood and the likes.
If you start a map with keeping your XP ON, then if u run into a corrupting blood your going to die and lose 10%. If you start a map with the XP OFF, then you won't get any xp for the entire map, weather there is a Corrupting blood mob or not. How about Vaal Temple Boss? You know how many people have never tried it just because so many people say its so hard? Everyone should be able to make up they're own minds. If the vaal temple boss is really supposed to be that hard, let me turn xp off and just see how hard it is. The option would of course be before the map, like the allocation selection. And maybe the option to turn XP off the the map will be shared with everyone in the party. This isn't about not being able to kill bosses because they're too hard. It is about never even ENCOUNTERING these bosses because everyone says they're hard. And attempting would just drop u 10%. So if anything, I think this will give more of the content to the community. Using Atziri as an example. If a build can't kill a boss, then it still wouldn't kill a boss. If you get 1 shotted, no matter with 6 portals or 1, your not going to kill the boss. And if you were able to get the boss to 40%-50% on the first attempt, then really, the build is viable to kill that boss. You just need practice. And Netharious: " I don't know about you, but I think the value of winning would be practicing a little bit, and then coming back to kill the boss without dying once. This issue isn't as prevolent on pre lvl 80 characters i don't think, because every day, or 2x a day, you gain a level and have the xp penalty off for a little bit. But when u get to the higher levels, this xp penalty free time comes few and far between. Maybe once every 4 days, every week, every 2 weeks. Standard League Lokailith - Level 100 Max Block Static Strike Marauder. Ranked #87 In World Helped 7 Players Grind To 100 PRE Awakening & 3 Players Post Awakening ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Streaming @ twitch.tv/levy42088 Last edited by levy42088#0222 on Jan 25, 2015, 1:27:05 PM
|
|
" Thats the point though, if you hear about a boss being hard you lvl up before going up against it or you risk losing XP. This suggestion is just pointless in and on itself. Lvl up before any hard fight you really wanna try, and there, you got your XP loss "turned off". |
|
" I don't understand what you're saying by bringing up things that are affected by this? Really? Interesting. " No, if you read mob modifiers before you just attack them or notice it before it becomes a problem then it won't kill you. You can either attack it carefully, bypass it, or turn off XP and experiment with it. Not only have you gotten all of the XP of previous kills, but you lose nothing when you cross it. " ...and why would you start a map with XP off? You wouldn't, unless it had the worst possible mods for you. In which case, why should there even be any negative mods for a map if people can disable XP and not lose a thing for experimenting? " Gee, I sure wish we still had damage avoidance builds to test that. " It still has the same effect. Maps that were death to certain builds can still be run just for fun, up to six times, so that the player can see just how quickly it'll kill them. " There's a reason we have twenty-four character slots. Why not make a different build that can beat that boss? There are builds that can take on bosses that other builds can't, and there a few builds that can clear all content. Shatter Chuck is one good-and cheap-example that can clear all content. The only, and I do mean only, expensive piece is Shavronne's Wrappings. Everything else can suffice with lackluster gear. 100% elemental resistance due to auras, Saffell's, and CoC flasks? Physical immunity due to 100% up-time IC? Chaos immunity (essentially) due to Shav's? Flasks recharge instantly due to crits? It can do all content. " Not necessarily. Some builds will rely on flasks to kill a boss, and if nothing allows them to recharge flasks quickly enough then they can't beat that boss ever. " Not always. I find the best satisfaction is you make a new build and have just outright roflstompt something that was death to most of your previous builds. Knowing you just slew something like it slew your other characters is very, very satisfying. |
|