Remove xp penalty's from death

Here's what SC death penalty should be:
1. From Normal onwards, if you die in an instance, you cannot return to that instance.
2. From Cruel onwards, the game tracks your XP when you enter an instance. If you die in that instance, you lose any XP you gained in that instance.
3. From Merciless onwards, the game tracks which items were picked up in the current instance. If you die, those items are deleted. You still keep all older items.
4. In maps, if you die or voluntarily leave an instance, you cannot re-enter that instance. Any remaining portals turn invisible and you cannot use them. *

So if you die in a 75 map, you'd lose all XP and loot earned during that map, and you'd lose whatever was left of the map, and you got zero out of a 75 map, but you wouldn't lose a thing more.

*If you are logged out, deliberately or unintentionally, and the map instance has not timed out, you will go directly to that instance on login, bypassing town completely (with the standard period of invulnerability before taking any action). This would only apply to map (and Atziri fragment) areas.
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 14, 2015, 5:21:18 AM
Bleh

1. Normal should be without any penalty. Game is hard for newer players, they should have a soft entry.

2. Cruel - At this point in the game it's way more likely to get over 5% exp in one instance, not unlikely to get almost 50 even. This is WAY harsher than current one and would only serve to punish new players who actually still struggle in cruel. I know everyone is saying they should nerf the current penalty because of noobs, while at the same time it unfairly punishes people over 95, most casual/new players will never see 90 and experience this "harsh" punishment. They will get stomped by a harsh cruel penalty though.

3. Merci - Just weird. Does this count for selling? Does the game track it if moved to another account? What happens if the instance crashes loading to the next zone. Does it count towards the one you're leaving or going into? Isn't this unnecessarily complicated?

4. Holy brutal. One, I disagree completely with the idea of being punished for voluntarily leaving. If something IRL happens you either have to give up everything you find or risk losing everything you found by AFKing the instance. With it just being for death, 99% of the time it will be meaningless and ignored. Might have some people upset with losing a 1 alch unique or 7 jewelers. That 1% of the time where you see that GG unique, overextend while picking up only to lose it will drive people fucking mad. The experience lose is completely meaningless as well. At worst, low 60s you'll lose 20-30% exp, which is harsh but 5-10 mins of your time gone. At high lvls, like 99 for example, it's about 3 78s for 1%, losing 1 map doesn't even make me rethink anything. It's annoying to lose the map but oh well, 301 instead of 300 to do.

This method leaves the harshest punishments on early play and MFer. Which I really dislike the idea of losing items for deaths, to the point where I'd just move to HC and make it so I never died. Or ofc quitting altogether is the other option.
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
Last edited by Moosifer#0314 on Feb 14, 2015, 5:30:36 AM
"
Moosifer wrote:
Bleh


This method leaves the harshest punishments on early play and MFer. Which I really dislike the idea of losing items for deaths, to the point where I'd just move to HC and make it so I never died. Or ofc quitting altogether is the other option.


People keep trying to come up with complicated suggestions to try and "fix" the death penalty for lost XP. The issue is no one is going to be on board with any penalty that exists and one should always exists, so the argument still stand as to why the XP penalty needs removed, still hasn't been a strong point to prove why it shouldn't.

I've suggested a meet you part way back by allowing some XP recovery from a body, this is something GGG could probably do and help ease the burden of the loss, but we aren't looking at more then 1/2 if that recovered. A penalty must exists and force players to evaluate builds, characters, items, map mods, surrounding mobs, ect. Remove the penalty and you have m1+m2 game where who gives a fuck what you do.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
goetzjam wrote:
People keep trying to come up with complicated suggestions to try and "fix" the death penalty for lost XP. The issue is no one is going to be on board with any penalty that exists and one should always exists, so the argument still stand as to why the XP penalty needs removed, still hasn't been a strong point to prove why it shouldn't.


And lots of easy solutions have been offered as well. One of my original suggestions was among them:
Option to pay in a set amount of currency OR pay the exp penalty. It's actually very fair and easy to implement.

As for why a death penalty needs to exist, we have already exhaustively explained that it doesn't. If you want to "conveniently" forget those posts, fine. It doesn't change the fact that it is well justified that the game could remove it and the benefits exceed the drawbacks.

Everything else you've offered between those points and now is simply your own obfuscation of the issues.
"
Moosifer wrote:
3. Merci - Just weird. Does this count for selling? Does the game track it if moved to another account? What happens if the instance crashes loading to the next zone. Does it count towards the one you're leaving or going into? Isn't this unnecessarily complicated?
It would just label items as "new" if picked up THIS instance. Trading isn't picking up, and any zone transfer would lock items in as safe (technically on entering a different zone). Instance crashing isn't death, so no problem there.

Good point on map AFKs though. Perhaps: entering the Eternal Laboratory or returning to a previously visited map are the sole exceptions, so it still resets back to when you first entered the map; going back to town or any Normal/Cruel/Merc story instance will close out the map.

Tension between loot found thus far and pressing onwards with the map is intended and, I believe, an interesting betting system of sorts, full of meaningful choice. Yes, it will drive some people crazy.
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 14, 2015, 6:56:19 AM
"
ScrotieMcB wrote:
It would just label items as "new" if picked up THIS instance. Trading isn't picking up, and any zone transfer would lock items in as safe (technically on entering a different zone). Instance crashing isn't death, so no problem there.

Good point on map AFKs though. Perhaps: entering the Eternal Laboratory or returning to a previously visited map are the sole exceptions, so it still resets back to when you first entered the map; going back to town or any Normal/Cruel/Merc story instance will close out the map.

Tension between loot found thus far and pressing onwards with the map is intended and, I believe, an interesting betting system of sorts, full of meaningful choice. Yes, it will drive some people crazy.


So transferring from town to the area would make an item safe? So couldn't this easily be cheesed, anytime you find something you really want to keep just go back to town to lock it in, then when you return die at will.

I'm not sure if you've played at all since masters was introduced but we all basically have individual towns now that we map out of. I've been able to go entire 12+ hour sessions without ever leaving. So this is still extremely punishing for someone who can't give the game undivided attention while playing.

I think unless it's implemented in very strict ways it would be easily abused by people with knowledge of how, and extremely punishing for people who don't understand what's happening.

I mean look at the progression of your punishment. Normal is on the instance going away, which has no indication that in cruel it takes your experience as well. Then into merci suddenly you don't lose the instance or exp but items. The person will have to experiment or go to the forums to figure out under what circumstances you lose items and how to prevent it. Then when you get to maps the habits they formed from merci (leaving to vendor/keep important items) ends up with them losing their map and their items. Rereading, in your bulletpoint it doesn't mention items but in the follow up it does say you lose everything. If you don't lose items it's even more confusing.

There's no simple progression to this and even farther from easy to follow. Just widens, greatly, the gap between experienced and new players.


"
AlbinosaurusRex wrote:
And lots of easy solutions have been offered as well. One of my original suggestions was among them:
Option to pay in a set amount of currency OR pay the exp penalty. It's actually very fair and easy to implement.


Yes, easy to implement because it's basically removing the penalty. MFers pay with exp and people trying to level pay with items. Neither feel much pain from the penalty unless it's extremely harsh like losing a level or chaos+ in currency.
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
Last edited by Moosifer#0314 on Feb 14, 2015, 7:19:19 AM
Spoiler
"
Vhlad wrote:
"
goetzjam wrote:
Are you suggesting that at level 85 or 90 you can't do a simple 75-78 map with packsize + 1 mod?

No. I stipulated a 77+ pool.
At level 95, you incur a 93% XP penalty from monsters in a 75 map (91% in 76, 88% in 77, 84% in 78, 79% in 79). That means at level 95 you gain 2.28*(base monster XP) more in a 78 map than a 75 (and base monster XP is higher in the 78). For 95-100 you need to sustain a 77+ pool if you don't want to waste a lot of time, and that's more expensive. You can run 5 75 maps and your bar may not even go up 1%.

This is why the -10% penalty breaks down at high level. It has nothing to do with having a bad character build, bad gear, or playing poorly. To gain 10% at level 95 requires a very large number of maps.

For 10% at level 95, you require 23,516,340 XP.
At a 93% penalty, that's equivalent to requiring 335,947,712 XP before penalty (based on the difference between player level and monster level). That's an amount of XP equivalent to leveling from 1 to 69 without dieing once.

At level 99 in the same zone as the above example, to gain 10% requires 1,058,386,380 XP before penalty. That's equivalent to leveling from 1 to 84.5 without dieing once.

Except to get from 1 to 69 or 1 to 84.5 without dieing once is easier, because the content is easier. You can do that in Sarn or Docks, in low level maps, and in maps with easy mods.

For these high levels, all the death penalty does is encourage the use of build and gear combinations that make it impossible to die, even if you fall asleep at the keyboard. Because with any other build you are bound to die to something uncontrollable (i.e. latency spike or desync) that will inevitably occur at least once during the course of gaining 10% (which requires 50-60 level 75 maps at level 95). For many players, that's simply not a fun way to play.

"
goetzjam wrote:
That 10% penalty is as true at level 60 as it is at level 90

No, it's not the same at 60 and 90 because the penalty scales exponentially. At 60 it functions as a death penalty. At very high levels it either (a) functions as a progression barrier that, in most cases, encourages players to cease XP progression and stop caring about the added death penalty entirely, or (b) encourages builds that eliminate the risk of death entirely (so you can afk/latency spike/desync in safety while the room beats on you), which, subsequently, makes the game boring because there is no risk/excitement and no relevance for skillful maneuvering.

"
goetzjam wrote:
Removing the penality creates a freebie for anyone and everyone.

1. I never argued to remove the added penalty, only to improve it (by limiting the exponential scaling) or replace it with something else.
2. Death is never free, due to the intrinsic penalty of lost time, buffs, portals, loot (if SA or pugging), and opportunity (if no portals are left or if a timed quest is active).
3. The current added penalty is already a freebie for anyone who is not currently trying to level, which, actually, represents the majority of players once they reach a target level in the 80-90 range. This is especially bad given that the intrinsic penalty is wholly minimized for IIR/IIQ boss farmers who leave a portal at the boss
Spoiler
(minimal travel time since target location is known and portal is predictably placed adjacent to goal, no opportunity lost because portals aren't limited to 6, no loot lost because IIR/IIQ boss farmers either run those builds with players they trust or solo (i.e. the cost to run bosses is zero so there's no incentive to seek groups to distribute entry fee)
, and maximized for players seeking XP progression in maps.

Side comment (directed at collective groups based on level ranges):
You know what's telling? When you have generally higher level players (95 to 100 range, who are actively experiencing or have actively experienced the uneven death penalty) arguing that the blanket -10%XP penalty is bad, while generally lower level players (90-) who may be presently avoiding the death penalty by focusing on farming (or who may simply be unaware of how bad it gets) arguing it's good. It is possible to make both groups happy via an effective cap on the maximum XP lost (i.e. -10% XP or -a fixed amount of XP, whichever is less; fixed value kicks in at high levels in the painful exponential part of the XP curve). While this enables IIR/IIQ farmers to continue to enjoy their play style without a death penalty, unfortunately it still doesn't penalize farm bots.



Excellent points Vhlad. and the numbers to back it up
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
"
grepman wrote:
there are countless multimillionaires in the world

if you arent a millionaire then a goal is set by multimillionaires to get multi millions, yeah ?

so if you dont get multi millions and arent a millionaire does that give you a right to whine about other people setting goals for you? or maybe you shouldnt have set the fucking goal to slave all your life to become one and instead focused on having fun and less money, yeah ?


so please lets stop being hypocritical if you dont cry about not being a millionaire (does not apply to charan)
companies are free to set level caps as high as they can see fit and no one obliges them to make them reachable.

the sense of entitlement that you HAVE to reach level cap and have to reach reasonably fast without any punishment is a sign of dumb carebear games. and Im glad poe is not one of them (yet)


The first part, yes. If im not a millionaire, then hells yes i want to get multi millions.
BUT when you say 'doe htat give you a right to whine about other people setting goals blah blah' is not right at all.

Yes we are whining, but not because we want to be millionaires. It as if every 2 weeks the government takes my hard earned money away. Now, I want to be a millionaire, i did put the time in, but how can you expect me to become a millionaire if your going to take my money when i try??

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
"
grepman wrote:
hell Ive never sniffed 99 in d2 and I never felt it was the 'goal' in d2
and I had so much in d2 it was almost too much.

shit, kripp was one of the better players in poe and he never pushed past like 95 iirc


If you mean that kripp guy from the streams, i don't know why people think so highly of him.
You think he doesn't regret and wish that he was able to hit 100? Obviously there was something getting in the way. Must be that at lvl 95 the unfair death penalty really hits in effect and he realized it.
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
umm im not a bot.. You really think every single person agrees with you?
Spoiler
"
Moosifer wrote:
"
Vhlad wrote:
If you don't think losing 2 hours matters, we'll never agree on a suitable death penalty. That's a pretty HC/extreme mindset, to want, what, a day? of progression lost per death.


Yes, in a gave designed by people who played HC D2, wanting to recreate a HC experience, copying a game that has a much harsher death penalty IMO. Also, you're job isn't to convince me of shit, I don't make changes, GGG does. I have to assume they've considered most if not all of the complaints in this thread and decided that they prefer the blow back over this compromise.

"
Because it was a new paragraph, separated by a line break, unrelated to the quote, and intended as a general comment. The sentences in question remain unaltered from the initial post, and I've already mentioned in prior posts that the current added death penalty does nothing to penalize farm bots. Your fixation on trying to find something malicious in my posts or interpreting my post as malicious is detracting from the discussion.


Fuck that, again backpedaling and trying to sidestep your way out of this horseshit.

"
You know what's telling? When you have level 100's and 95+'s arguing that the -10%XP penalty is bad, while a couple 90- argue it's good.* Don't want anything to impact your item/currency farm bots?** That's fine - many of my prior suggestions already won't impact you (i.e. an effective cap on the maximum XP lost via -10% XP or -a fixed amount of XP, whichever is less; fixed value kicks in at high levels in the painful exponential part of the XP curve).


First, this is the entire paragraph, no breaks, no editing on my part, feel free to double check if you think I'm altering it to make a point.

*You directly talk about him and his character.
**After talking about his characters directly you say "YOUR bots"

So what about this is general? What about this is vague? You press forward with this as is it's ok and it's not. Either drop it or apologize because it's uncalled for and it's YOU turning this from a discussion into personal attacks. It's YOU detracting from the discussion. I'm sick of people accusing others of cheating just because they don't like what they're saying. It's stupid and childish.

"
A shockwave totem build somewhat protects you from deaths due to latency spikes and desync because it undirected aoe, auto targets, and the AI tends to prioritize it. The mitigation of latency and desync risk makes the road to 99 easier, but many builds that players enjoy are very susceptible to desync/latency death. I suspect you would have gotten bored of that character sooner if you used the difficulty trivializing spec at an earlier level.

This is why the 10% penalty does not work at levels 95+, because it encourages builds that render the game unfun. A death penalty in a casual league should never be so harsh that it promotes builds that are so safe that the game becomes boring.


What's this nonsense? I played a build that was invincible? If this was the case wouldn't everyone at high levels in HC be playing it? The build's EHP was shit, the only thing keeping it alive was me. I play many builds that are susceptible to desync and lag deaths, until recently I had a shit video card and dealt with 5 fps in certain areas, shit got to 99 with this holding me back. Forgot, SWT prevents lag deaths. But the death penalty has taught me that I can't complain my way to a higher level, I need to learn how to avoid these deaths. So I know how to play around desync, how to stay out of situations that desync is common or that if I desynced I would die. Also I know how to play in lag situations and not to overextend. All lessons from trying to avoid death, something I wouldn't care about if the penalty wasn't what it was.

The 10% penalty works perfectly for 95+. It's optional levels pushing for personal achievement which can't be undertaken lightly. A build that truly goes from 1-100 is incredibly good, both DPS and EHP wise.

Also what do you think everyone does in those higher levels? It's known you can't die there so it's a dull grindfest, we only do it because we want to be level 100. I mean the only time it matters is being the first to it, after that it's just for personal achievement. Most of the time these lofty goals fall into the unfun side of things. Because for someone like me playing the same build for over a month is fucking brutal. But I wanted it so I went for it.

"
The vast majority of players currently set a level goal and cease XP progression once that goal is reached (I also think it's fair to say that the majority of players copy a build rather than experiment). Stopping XP progression at a set level is akin to playing a level 100. While you may hate MFing and only play to experiment with builds, wealth acquisition is a priority goal for most.

For a build seeking wealth acquisition, mapping is still worthwhile due to map only uniques, quantity bonuses, and the opportunity to sell 78 maps for exalts.


You know how you said I removed context from what you said, that it wasn't your intentions. Well if you actually read where you're cherry picking these quotes from you'll see I'm talking from my perspective. I, personally, me, myself and I, probably will never touch my 99 again without specific cause. I, personally, me, myself and I, cannot find any reason to map on a lvl 100, as I'm someone who personally (again, just me, like the guy typing right now) dislikes MFing.




I am not a bot. I am a tried and true Path of exile End Game Marauder. I hit 100, but along the way found many flaws, this xp penalty being one of them

@Moose, you said "A build that truly goes from 1-100 is incredibly good, both DPS and EHP wise." but really Luck plays a cruicial part from 95-100, and thats our issue. Just cause you die at 97 doesn't mean your build sucks, or is not worthy. and those luck deaths are what were talking about throwing the xp loss / xp gain out of wack
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

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