Remove xp penalty's from death

yep, dying under 90 means nothing, just another map(or 5 mins).

I think they should change that ,if you die, you'll get a warning and if you die again without leveling, it's 25% penalty/death.
d:-D*
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PyleWarlord wrote:
yep, dying under 90 means nothing, just another map(or 5 mins).

I think they should change that ,if you die, you'll get a warning and if you die again without leveling, it's 25% penalty/death.


Calm down there hitler, lets not make this game completely unfun now.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
This is a hardcore ARPG even if you're not playing hardcore mode. When you die at level 99 and lose days of time and 70 exalts in white map value (+currency used to roll them), it's totally fair and balanced and clearly because you suck or your character sucks. Stop sucking. In fact, the death penalty in standard/casual league is still not hardcore enough. Chris Wilson should drive down to your house and punch you in the face every time you die.

Unless you're not trying to level and are in IIR/IIQ farm mode. Then die as much as you want because there's no penalty. That's what makes the death penalty so hardcore.
Never underestimate what the mod community can do for PoE if you sell an offline client.
Last edited by Vhlad#6794 on Feb 18, 2015, 10:58:39 AM
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PyleWarlord wrote:
yep, dying under 90 means nothing, just another map(or 5 mins).

I think they should change that ,if you die, you'll get a warning and if you die again without leveling, it's 25% penalty/death.


+1 I like that suggestion Pyle. So if you were being clumsy and playing the game how you want to, you can die, and then smarten up and play a little more conservative until the penalty is over. I like it, you still lose a port, you still learn from your mistakes, there IS a penalty if you DON'T learn from your mistakes. I like this
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 like that suggestion. It basically duds dying is allowed without penalty assuming you don't do it too often.
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.
Well it puts the control back into the players hand. Oh sh*t I just desync'd and ran into a huge pack of mobs and got 1 shot. Normally nothing the player can do, -10% xp. But now, the control returns to the player because it is up to him/her should they continue, or play more conservative, or just sit out until the timer ends.

This suggestion won't solve the desync issue of Path of Exile. But it will solve the issue with
'desync' / 'out of your control' deaths from taking 10% xp right away.

If something crazy out of your control does happen, then you can sit out or pussyfoot through the maps, up to the person. But at least it takes away the "desync / not your fault' death from taking away hours of mapping time.
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
Stop complaining. If you die, you die. It's your fault and nobody else. If you can't handle the game then go play something else. Look at all the HC players, they don't whine like you. Shut up and take the death like a man.
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ScrotieMcB wrote:
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PolarisOrbit wrote:
My issue with the death penalty is not about reaching 100. When a softcore character dies, that's a great excuse to end the session because it's irrevocable and negative. The issue here is ending on an irrevocable, negative note leaves players with a negative impression of the game. A player with a lowered perception of the game doesn't do much good for anybody.

The main issue I have with the death mechanic is that it doesn't offer a lifeline to get the player interested again-- A recovery mechanic to show that you have learned from your mistake. Rather than leave on the negative note, a player would be encouraged to push forward and turn the death into a learning experience. Not simply because the best/most skilled players know to learn for their mistakes, but because the game mechanics reinforce it upon everyone regardless of skill level. This makes sessions less likely to end on a sour note and helps player retention.
I feel simply being able to go back to the content without delay counts for quite a bit here. For example, PoE's HC death penalty utilizes this concept by porting a player to Standard, where they can still play for a bit, try a "what if," etc before reroll... much softer in tone than a straight deletion.

You raise a concern for some of the suggestions in this thread. For example, both the recurring "duration penalty" suggestion and my instance-closing idea have problems by your metric.

However, technically, your idea is moot to death penalty balance, and is more of a well-intended thing to do for dying characters. For example, let's say we gave back half of lost XP when a player kills the enemy which dealt the killing blow; the XP penalty would still need to be balanced assuming precisely this happened, so the revenge mechanic would be taking even more XP than the death penalty requires, then returning this extra bit later. The real death penalty, the non- refundable part, would be completely unaffected.

So really, what you are suggesting is not a death penalty, but a walk-away-and-do-something-else penalty. It hurts players for not diving right back into things, for AFK after a death. Not convinced such a thing would be good for the game, and frankly, it seems psychologically manipulative in a bad, BF Skinner kind of way.


Really now? If you just punish someone for failing and call it a day that's like giving the dumbest kid in school a dunce cap. Punishment by itself is not productive. Offering a lifeline to someone who made a mistake is not a BF Skinner psychological manipulation, that's ridiculous.
I stand by what I said. Especially the part about needing to balance the nonrefundable portion of the penalty as is the refund doesn't exist; that is the key to my later logic.

To clarify, if we assume the current penalty isn't too strong, and we want half of XP returned on revenge, then the death penalty would need to be increased to 20% (10% nonrefundable).

If we kept it at 10% and have half back on revenge, that is eqivalent to "we have reduced the death penalty to 5%." It wound be the same as cutting the penalty in half, straight-up.

In other words, your suggestion is smoke and mirrors and changes nothing, except punishing AFKs.
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 18, 2015, 11:53:12 PM
the issue is the current penalty is fine, until you hit 85+, and the the 10% goes out of wack due to the insance increase in xp needed to level.
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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