Remove xp penalty's from death

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The_Great_Alex wrote:
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And1111 wrote:
The best solution for all softcore players who are complaining about 10% exp penalty(lol) is to start playing HC.There is no xp penalties in HC.Problem solved.


[Removed by Support]


Nice.Forum moderators are doin ther job nicely.
Last edited by And1111#6139 on Feb 7, 2015, 5:28:29 PM
Guidelines for a well-designed SC death penalty:
1. It prevents characters who only care about farming items for the trading game, and do not care about leveling, from deathzerging for progression (note that this includes bots). This means a good death penalty needs to have some form of impact on player wealth, most importantly high currency (most botted item type). The current death penalty does not discourage zerging until maps, and even then it is more of a "multiple death" penalty since all map portals would need to be consumed. The result is a massive flooding of the market of MF deathzerged items from A3M, and multiple nerfs to MF to curtail its strategic dominance in SC economies (with an appropriate penalty nerfs could be partially rescinded).
2. It prevents characters who only care about leveling, and do not really care about trading, from deathzerging for progression. The current death penalty covers this very well. However, an item-based penalty without XP component would also do fine here, since you need some amount of gear progression in order to further improve your leveling efficiency.
3. Given the above, the penalty should be as lenient as possible. Softcore is a place which should be sheltered from draconian penalties, giving people a contrast to HC. The idea here is to tune the penalty by reducing it, then checking if it is still an efficient zerging deterrent; if no, revert to previous (higher) severity, if yes then experiment with reducing it some more. Frankly, the current death penalty isn't even effective against MF zerging so it can't even be evaluated on this axis.
4. Replace Cast on Death with Ranged Attack on Minion Death (requires bow or wand), which turns your minions into "porcupines."
Last edited by NeverPlaysRarelyPosts#0175 on Feb 7, 2015, 4:34:00 PM
I don't think death penalty should be removed but I agree with OP's view that the desync issue is very serious in this game.

Legit players get hurt because they don't use hacks. Most of the people I know that play PoE use hacks that use flasks for you and exit the game when meeting certain conditions such as certain life level or certain monster encounters.

Though other games have hacks too so GGG shouldn't be singled out for this but I think some things can be done to help legit players level such as increasing drop rates for higher level maps and perhaps adding more defensive items to the game and perhaps even some that might nerf offensive to allow greater defense, where defense may be, including but not limited to, life, es, resists, armor, evasion, damage reduced by x or x%, etc.

Would also be nice to see more uniques with special abilities like MoM, EB, or Chaos Does Not Bypass ES. That way things like Shavron won't be best in slot and we can have more build diversity.
^ look ggg, guild leader just reported his guildies for cheating lol :)
Last edited by Majmun#6169 on Feb 7, 2015, 8:01:04 PM
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NeverPlaysRarelyPosts wrote:
Guidelines for a well-designed SC death penalty:
1. It prevents characters who only care about farming items for the trading game, and do not care about leveling, from deathzerging for progression (note that this includes bots). This means a good death penalty needs to have some form of impact on player wealth, most importantly high currency (most botted item type). The current death penalty does not discourage zerging until maps, and even then it is more of a "multiple death" penalty since all map portals would need to be consumed. The result is a massive flooding of the market of MF deathzerged items from A3M, and multiple nerfs to MF to curtail its strategic dominance in SC economies (with an appropriate penalty nerfs could be partially rescinded).
2. It prevents characters who only care about leveling, and do not really care about trading, from deathzerging for progression. The current death penalty covers this very well. However, an item-based penalty without XP component would also do fine here, since you need some amount of gear progression in order to further improve your leveling efficiency.
3. Given the above, the penalty should be as lenient as possible. Softcore is a place which should be sheltered from draconian penalties, giving people a contrast to HC. The idea here is to tune the penalty by reducing it, then checking if it is still an efficient zerging deterrent; if no, revert to previous (higher) severity, if yes then experiment with reducing it some more. Frankly, the current death penalty isn't even effective against MF zerging so it can't even be evaluated on this axis.
4. Replace Cast on Death with Ranged Attack on Minion Death (requires bow or wand), which turns your minions into "porcupines."


I guess what I want to know is, why is death-zerging really a problem? Economy? The most efficient farming methods can quickly clear without dying, so I don't see how this is the real issue here. It's not like botters would even be effected by a death penalty--they definitely aren't right now, and designing a system that hurts 99% of players just because 1% (though actual stats place it closer to 3.5%) cheat isn't a good philosophy to begin with. Is there some better reason?

The idea that SC may not even need death penalties follows from the idea that portal limits on maps already prevents death-zerging in most cases, and dying already hurts clear speed, so the real penalty is the inconvenience of dealing with it (like Borderlands; technically has a cash penalty, but it's meaningless in that game). As for non-map content, people can already death-zerg anything they want as long as they don't mind not leveling for awhile, so progression isn't really hindered, and there are places where leveling is safe/fast--just boring.

So why not skip the unnecessary aspects and just let people play how they want?
This isn't the first and probably won't be the last remove XP penalty on death thread, no matter how many threads you make this is an aspect they won't remove.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
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goetzjam wrote:
This isn't the first and probably won't be the last remove XP penalty on death thread, no matter how many threads you make this is an aspect they won't remove.


You're probably right. I just hope they at least reexamine why they have it and if it's still the best course. Obviously, we just have to accept whatever they go with, but there's no harm in asking them to look at it.
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goetzjam wrote:
tl;dr of thread is players use desync as an excuse to get rid of penalty instead of improving their builds


Sadly, I have to agree.
177
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toyotatundra wrote:
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goetzjam wrote:
tl;dr of thread is players use desync as an excuse to get rid of penalty instead of improving their builds


Sadly, I have to agree.


That's not really what it's about, but I'm sure there is some of that going on.
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toyotatundra wrote:
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goetzjam wrote:
tl;dr of thread is players use desync as an excuse to get rid of penalty instead of improving their builds


Sadly, I have to agree.



So you guys have the knowledge how to improve any builds to make them immune to desync?

Ok I like to play cyclone CoC toon, but I was desynced so badly so I refused to play ever again. So ok, enlight me how to make him immune to desync so I wont die on it

Also I have an archer that desync too, so how to improve my build so I can survive desyncing to 10 devourers or desyncing back in a room full of mobs?

Let me guess: my improves is to remake every builds to tanks with 5k dps?

Or refuse to having fun playing builds I want but make a boring build that survive a desync?

How much is it worth in currency to make a desync immune build anyway?

Just dont bring some stupid arguments again please.

You are so qualified in this stuff, you know when desync occurs , right? So why not you make a video when you desync at high levels with hard map mods to devourers, or to crowd of mobs to show us n00bs how to survive? With explanation of you *improvements*. With showing the gear and how much you need to buy all that.

Take that cycloner and archer as an example and show us you desyncing and you are able to survive. But not desyncing video in a merci ledge with 100 lvl char please

Oh, you dont desync, desync is a myth, so you cant make a video, right right...
If I dont reply to you - I dont give a flying duck about your opinion

If you dont reply to me - I dont care either because I dont come back to see who replied to me

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