Remove xp penalty's from death

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Moosifer wrote:
How about simply, the game's creators felt that death should be discouraged. They decided if they did this it would make it more frustrating for casual players who hit a wall in their limited play time where rerolling is difficult but felt that it held the integrity of their game. That to them it was important for people to spend time making a build where EHP was just as important as DPS to the point where it might cost them income.

The vision of your game is weak death penalty or none at all, there's many games out there for this mindset. Why does every game have to follow this philosophy? Why is it a sin that GGG cares more about their product than how much money it's making, as long as it's making enough to stay afloat?


Um no matter what you think about this All Might Grinding Gear Games God. And how he holds all the beliefs you do, and made this game JUST FOR YOU. Its still a business.

And what is the point of a Business? to make a PROFIT!

I'm not talking about opening the flood gates, removing hardcore league, and adding unicorn mounts bro. I'm talking about a change, that without changing the entire structure of the game, could make the current player base enjoy the game more, and possibly bring new players in.

You will still have your Hardcore league if your a mascicist and love punishing yourself. Some people (Not I, Obviously) have work, and wifes, and lives that takes priority over Path of Exile. They deserve to get to level 100 as much as all of us. As long as they put the time in. Now, for a casual player without an infinite amount of playing time, they can die and get pushed back HOURS of work. Which for them means Days, possibly a week of playtime.

This is what im against. Higher levels, the penalty scales exponentially and is unfair to the player base.
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
Cool, just ignore what I said.

This isn't my opinion. The people who make the game and need the money have decided a death penalty is more important than the money they'd get from the people who get punished by and ultimately quit because of this penalty.

Arguing from a standpoint that it will turn a higher profit means nothing. If they wanted a higher profit shavs would be sold for $200 in GGG's shop, along with all currency and anything they could make money off. GGG clearly wants to hold the integrity of their product.

You're fighting for change using arguments that couldn't mean less. Do you honestly think a F2P game w/o a P2W model is putting profits before almost anything? It took them like years to go from FFA loot to PA and that was from the outcry of thousands of people on a daily basis, people who actually paid to play the game too!

Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
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Moosifer wrote:
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AlbinosaurusRex wrote:
There really isn't good justification for the exp penalty.


How is making death meaningful not a good justification?


Except now we're back at the argument that in this game, death isn't really meaningful unless you want passive points above level 85? Hell there's even a cast-on-death build that suicide rushes bosses to insta-gib them. Where's your meaningful death in that case?
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
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gilrad wrote:
Except now we're back at the argument that in this game, death isn't really meaningful unless you want passive points above level 85? Hell there's even a cast-on-death build that suicide rushes bosses to insta-gib them. Where's your meaningful death in that case?


Which makes it perfectly balanced for the casual players you guys seem to be trying to protect. Getting to 85 when you only play 1-2 hours a day is going to take many days, not being punished harshly for deaths until then means you have plenty of time to make adjustments before it becomes a serious problem. Failing to adjust before this point leaves no one but yourself to blame.

Have you noticed how insane the damage on CoD is? Do you think this would be balanced if you could progress in levels at the same time? The death penalty allows this skill to be so powerful as it has incredibly limited uses.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
"
Moosifer wrote:
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gilrad wrote:
Except now we're back at the argument that in this game, death isn't really meaningful unless you want passive points above level 85? Hell there's even a cast-on-death build that suicide rushes bosses to insta-gib them. Where's your meaningful death in that case?


Which makes it perfectly balanced for the casual players you guys seem to be trying to protect. Getting to 85 when you only play 1-2 hours a day is going to take many days, not being punished harshly for deaths until then means you have plenty of time to make adjustments before it becomes a serious problem. Failing to adjust before this point leaves no one but yourself to blame.

Have you noticed how insane the damage on CoD is? Do you think this would be balanced if you could progress in levels at the same time? The death penalty allows this skill to be so powerful as it has incredibly limited uses.


So what. If you enjoy a penalty you can apply it to yourself. You really think a casual that slowly grinds their way up to the point where xp penalty really begins to matter is going to stick around and try to figure out what went wrong instead of just saying "fuck this" and quitting?

And if your reply to that is "well we didnt need them here anyways", well then that just shows that the only thing the XP penalty does is enforce this attitude of elitism that is so strong within this community. Its fear. Fear of losing that aspect of e-peen stretching.

I just had a great idea that could penalize death without removing already earned xp while also preventing CoD builds from dying their way to 100 (not like it should really matter how others have fun but whatever). But im not even going to bother because it would just be shot down by the GGGDF anyways so, eh.
honestly the low punishment makes me zerg stuff in normal league's

that being said desync is too much of a deterrent to play hardcore for me
At level 95+ a 10% XP penalty is quite harsh (every death = 10 or more exalts go poof, based on realized XP per map (given level difference scaling), # of maps, and map value).

10+ exalts and anywhere from hours to days of time is quite punishing. If players want extreme punishment for death they can play a hardcore league.

Suggestions (not necessarily mutually exclusive):

(a) lose 10% XP or lose all XP gained within a given timeframe (i.e. the last 2 hours), whichever is less. This keeps death avoidance relevant without overly scaling the penalty for players at levels in the painful part of the XP curve.

(b) diablo style corpse retrieval: Let a player return to the location of their death and click on remains and/or kill whatever killed them to regain a portion of lost XP (50%?).

(c) some other penalty (i.e. minus IIR/IIQ for X time, minus movement speed for X time, minus damage for X time, an XP penalty for X time (for incoming XP, not taking away what you have); resets to X (not stack) if you die again).

(d) lose 10% XP or lose a specific numerical value of XP, whichever is less (the numerical value would kick in at very high levels). This is similar to the first suggestion but may work better.
Never underestimate what the mod community can do for PoE if you sell an offline client.
Last edited by Vhlad#6794 on Feb 12, 2015, 9:57:41 PM
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Vhlad wrote:
At level 95+ a 10% XP penalty is quite harsh (every death = 10 or more exalts go poof, based on realized XP per map (given level difference scaling), # of maps, and map value).

10+ exalts and anywhere from hours to days of time is quite punishing. If players want extreme punishment for death they can play a hardcore league.

Suggestions (not necessarily mutually exclusive):

(a) lose 10% XP or lose all XP gained within a given timeframe (i.e. the last 2 hours), whichever is less. This keeps death avoidance relevant without overly scaling the penalty for players at levels in the painful part of the XP curve.

(b) diablo style corpse retrieval: Let a player return to the location of their death and click on remains and/or kill whatever killed them to regain a portion of lost XP (50%?).

(c) some other penalty (i.e. minus IIR/IIQ for X time, minus movement speed for X time, minus damage for X time, an XP penalty for X time (for incoming XP, not taking away what you have); resets to X (not stack) if you die again).

(d) lose 10% XP or lose a specific numerical value of XP, whichever is less (the numerical value would kick in at very high levels). This is similar to the first suggestion but may work better.


Nice suggestions, and by the tone of your post you understand the severe op that the xp penalty is at higher levels. In my opinion, maybe you lose xp based on your current xp per hour or something. we need something.

BTW up2 posts-

That argument about the game being Free for all loot until people rioted for perm allocation just further adds to MY argument. Obviously GGG DOESN'T GET EVERYTHING RIGHT! And they need our help to make it right.
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
"
Vhlad wrote:
Suggestions (not necessarily mutually exclusive):

(a) lose 10% XP or lose all XP gained within a given timeframe (i.e. the last 2 hours), whichever is less. This keeps death avoidance relevant without overly scaling the penalty for players at levels in the painful part of the XP curve.

(b) diablo style corpse retrieval: Let a player return to the location of their death and click on remains and/or kill whatever killed them to regain a portion of lost XP (50%?).

(c) some other penalty (i.e. minus IIR/IIQ for X time, minus movement speed for X time, minus damage for X time, an XP penalty for X time (for incoming XP, not taking away what you have); resets to X (not stack) if you die again).

(d) lose 10% XP or lose a specific numerical value of XP, whichever is less (the numerical value would kick in at very high levels). This is similar to the first suggestion but may work better.
c doesn't work at all. It simply encourages AFKing (while logged in if necessary) to subvert penalty.

The main issue I have is imagining someone speed farming purely for the loots, with no concern to xp at all. How do you effectively penalize deaths for IIQ/IIR stackers? Denying them levels doesn't seem sufficient to me.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Feb 12, 2015, 10:06:19 PM
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ScrotieMcB wrote:
"
Vhlad wrote:
Suggestions (not necessarily mutually exclusive):

(a) lose 10% XP or lose all XP gained within a given timeframe (i.e. the last 2 hours), whichever is less. This keeps death avoidance relevant without overly scaling the penalty for players at levels in the painful part of the XP curve.

(b) diablo style corpse retrieval: Let a player return to the location of their death and click on remains and/or kill whatever killed them to regain a portion of lost XP (50%?).

(c) some other penalty (i.e. minus IIR/IIQ for X time, minus movement speed for X time, minus damage for X time, an XP penalty for X time (for incoming XP, not taking away what you have); resets to X (not stack) if you die again).

(d) lose 10% XP or lose a specific numerical value of XP, whichever is less (the numerical value would kick in at very high levels). This is similar to the first suggestion but may work better.
c doesn't work at all. It simply encourages AFKing (while logged in if necessary) to subvert penalty.

The main issue I have is imagining someone speed farming purely for the loots, with no concern to xp at all. How do you effectively penalize deaths for IIQ/IIR stackers? Denying them levels doesn't seem sufficient to me.


Yeah, the current death penalty so greatly punishes players 95+ who are still trying to level, but does nothing to IIQ/IIR farmers, speed farmers, farming bots, and a variety of other categories where there is no motivation for level/passive progression. I don't think it's skewed in a good way.

With respect to (c), it's possible to implement some of those penalties without encouraging afking or character swapping, depending on the penalty and the value of X (i.e. I certainly wouldn't swap or afk for X<10 mins, or for an IIQ/IIR penalty while I was trying to XP progress, or for a damage/XP penalty<50%). Even if someone was incentivized by this sort of penalty to afk/log off/swap characters (with swapping being viable if the penalized character wasn't required to remain logged in for the timer to progress), it's not necessarily bad in a game with races, multiple leagues, pvp, and an environment conducive to leveling many builds.

However, if a time-based penalty is concerning, the penalty duration could be based on a different metric, i.e. minus [IIR/IIQ and/or movement speed and/or incoming XP and/or damage] until an amount of XP is gained or until the player kills X monsters or X map bosses.
Never underestimate what the mod community can do for PoE if you sell an offline client.

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