Remove xp penalty's from death

"
goetzjam wrote:
The current system works very well. It isn't suppose to scale to make it easier to get to 100, that is the key point people are missing. You have a stronger character, better gear, ect you shouldn't be deing at 90+

Your suggestion is the opposite of what PoE needs and what we currently have. If the penalty is too harsh while leveling those early levels then players have a hard time reaching endgame, considering the rolls items have its important that players can get to maps at an appropriate level.

Sometimes I wonder if people even read 1 paragraph of the post before making such comments. The penalty shouldn't be more forgiving after you have a strong, over-leveled character how does that even slightly seem logical to be more forgiving at the top end?


If the purpose of the (flat %) death penalty is to prevent you from getting "easy" to 100, then it's doing the job (but the highly expensive nature of such endavour is already doing the job - better).

If the purpose of the (flat %) death penalty is to make 'noobs' / 'scrubs' / 'casuals' better players (which is what I see people claim here on the forums), then it is doing the job very poorly, because flat % (coupled with the leveling curve) makes it totally irrelevant until mid-to-late endgame. Now how many 'casual noobs' hit 85+, where the penalty starts to matter? How many rerol way before that, completely unpunished for playing badly, bruteforcing bosses, not paying attention to anything...??

Hardcore gaem intermezzo

This is supposed to be a 'hardcore' game.

In my limited PoE multiplay experience, I once encountered a guy who at lvl ~80, was strolling around with uncapped res (like 10% - 20%). I invited him for a master mission in a Shipyard map, where he was instagibbed by a box with lighthing storm. He was oblivious to the fact that you must have 75% res, as minimum.

If this is a 'hardcore' game, how the fuck did he get to lvl ~80 in the first place? Should he be there at all, with such lack of knowledge? Obviously, the non-existent penalty for dying hundreds of times until late game, didn't teach him much.


The death penalty must be made a lot more harsh in early game, because leveling is fast and cheap. But after a certain level, the required XP curve skyrockets and flat % XP loss becomes unneccessarily harsh. Especially since the cause of death is sometimes not your fault but <insert techical issue>.
When night falls
She cloaks the world
In impenetrable darkness
"
ScrotieMcB wrote:
You have it completely backwards. Reaching level 100 should be an honour, not a entitlement, so the only time you need very harsh xp penalties is level 90+. Prior to level 90, the "keep level 100 prestigious" incentive is virtually non-existent and xp penalties could be reduced.


As said in my previous post, if the purpose is to prevent "easy" lvl 100, then it kinda works. If the purpose of the death penalty is to make people better players - which is what the community (and prob. GGG devs) claims - then the current flat % is doing a bad job.
When night falls
She cloaks the world
In impenetrable darkness
I think the xp penalty should be [1.15^abs(clvl-alvl)]%.
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 Mar 3, 2015, 1:03:47 PM


"
If the purpose of the (flat %) death penalty is to prevent you from getting "easy" to 100, then it's doing the job (but the highly expensive nature of such endavour is already doing the job - better).


See its both working in conjunction that makes the adventure to level 100 an admirable task.

"
If the purpose of the (flat %) death penalty is to make 'noobs' / 'scrubs' / 'casuals' better players (which is what I see people claim here on the forums), then it is doing the job very poorly, because flat % (coupled with the leveling curve) makes it totally irrelevant until mid-to-late endgame. Now how many 'casual noobs' hit 85+, where the penalty starts to matter? How many rerol way before that, completely unpunished for playing badly, bruteforcing bosses, not paying attention to anything...??


This was already discussed before. I won't get into details about this because of that but GGG said the penalty is fine.


"
In my limited PoE multiplay experience, I once encountered a guy who at lvl ~80, was strolling around with uncapped res (like 10% - 20%). I invited him for a master mission in a Shipyard map, where he was instagibbed by a box with lighthing storm. He was oblivious to the fact that you must have 75% res, as minimum.


You can get to level 80 by just farming city of sarn or doing docks over and over again. Sure i'd probably be boring, it is still possible.

"
If this is a 'hardcore' game, how the fuck did he get to lvl ~80 in the first place? Should he be there at all, with such lack of knowledge? Obviously, the non-existent penalty for dying hundreds of times until late game, didn't teach him much.


Can't really speculate about his character, build or anything else about him. To be honest it doesn't really matter what this one specific person does in terms of the penalty overall.

"
The death penalty must be made a lot more harsh in early game, because leveling is fast and cheap. But after a certain level, the required XP curve skyrockets and flat % XP loss becomes unneccessarily harsh. Especially since the cause of death is sometimes not your fault but <insert techical issue>.


Again this doesn't matter, GGG is fine with the penalty, why you people can't just let this go is beyond all logic, TBH this thread should be locked.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
ScrotieMcB wrote:
I think the xp penalty should be [1.15^abs(clvl-alvl)]%.


=1.15^(90-78) [level 90, farming 78 maps] = 5.35%

I'd buy that O:
"
goetzjam wrote:

wall of text


Don't listen to this guy he's the biggest noob I've ever seen every time I ask him to fight me he says he's at work


"
goetzjam wrote:

Again this doesn't matter, GGG is fine with the penalty, why you people can't just let this go is beyond all logic, TBH this thread should be locked.


In all seriousness, I agree with this, thread is beyond pointless as it stands, GGG answered this in Q&A, the matter is final and there is no more discussion to be had.
Last edited by CabooseDog#7947 on Mar 3, 2015, 1:21:19 PM
"
CabooseDog wrote:
"
ScrotieMcB wrote:
I think the xp penalty should be [1.15^abs(clvl-alvl)]%.


=1.15^(90-78) [level 90, farming 78 maps] = 5.35%

I'd buy that O:
And level 90 farming 70 maps would be 16.36%.

Same deal with level 98 farming 78 maps.
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.
"
ScrotieMcB wrote:
"
CabooseDog wrote:
"
ScrotieMcB wrote:
I think the xp penalty should be [1.15^abs(clvl-alvl)]%.


=1.15^(90-78) [level 90, farming 78 maps] = 5.35%

I'd buy that O:
And level 90 farming 70 maps would be 16.36%.

Same deal with level 98 farming 78 maps.


maybe it would work better with a hard cap at 10%

Spoiler
the death penalty is fine as is, no need for fancy formula's to appease whiners, I was just giving some praise to this formula as it indicates you at least are familiar with general balance, tbh I agree with goetzjam, no need to change anything and lock this thread, noobs need to l2p, use oos macro if desync kills you
"
CabooseDog wrote:
"
ScrotieMcB wrote:
"
CabooseDog wrote:
=1.15^(90-78) [level 90, farming 78 maps] = 5.35%

I'd buy that O:
And level 90 farming 70 maps would be 16.36%.

Same deal with level 98 farming 78 maps.
maybe it would work better with a hard cap at 10%
No hard cap. Making 100 should be more difficult than it is now.
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 Mar 3, 2015, 1:30:46 PM
"
ScrotieMcB wrote:
"
morbo wrote:
XP penalty should be adjusted per characeter level - made much more harsh in early game and less penalizing in late game.
You have it completely backwards. Reaching level 100 should be an honour, not a entitlement, so the only time you need very harsh xp penalties is level 90+. Prior to level 90, the "keep level 100 prestigious" incentive is virtually non-existent and xp penalties could be reduced.
"
Demonoz wrote:
IF (And i mean a HUGE fucking IF) they were to do anything to the exp penalty the only way i could see it working is this...
Say your running a 66 map at 70... Well you are already getting 100% exp from the map at that lvl there fore if you die in a map you are getting 100% exp anyway the exp penalty should be much more harsh for that player! At the same time if you are lvl 99 and you are running 78 maps.. in the current penalty you will lose ALOT of maps progress for sure! BUT you are already suffering an exp penalty already from the lvl gap as it is so i think that should be taken into account in the penalty!
In other words if you are getting 100% exp from an at lvl map that exp loss from death should hurt ALOT!
But if you are already suffering a steep exp penalty from the lvl gap then the exp penalty should be slightly less in comparison!
In other words the exp gain/penalty from the map your running should have some bearing on the exp penalty upon death! I wont state any rough numbers because im not balance guy and im sure this has already been though of and im also quite sure there are huge drawbacks and ways this could be exploited if the numbers dont work out correctly! That would be totally up to GGG how they deem the numbers would work! this is just an idea! I just simply agree that the flat % penalty gets a little out of hand once you get in the 90s! and pushing a build up into the 90s can also get a pretty damn expensive too!
I like the core of this idea, but... like morbo, you have this completely backwards. Take a level 82 character, for instance; if they die in a 66 map you want to absolutely slam them with the xp penalty, because they were in a low-risk zone and still died somehow. Put the same character in a 78 map and I don't believe a high xp penalty is as justified, because it acts as a disincentive for players to actually challenge themselves.

If you combine (the opposites of) the two ideas together, I think the synthesis is brilliant: as long as arealevel is close to characterlevel, the death penalty should be trivially weak, but as the gap between alvl and clvl widens the xp penalty should get progressively more extreme. This would naturally scale hardest for that 90+ group which needs a severe xp penalty, ensuring that lvl100 is very difficult to achieve.


NO no... i think your misunderstanding the exp penalty from lvl gap!
If you are 82 in a 66 map then you are taking an exp penalty already..
The formula to my best knowlege is 3 lvls-or+ +1 for every 16 lvls you are!
if you are 82 then you have to be running atleast a 74 map in order to be getting the 100% exp from that map so if you look at your senerio then your exp penalty upon death would be less that that of you at that lvl 82 in a 74 map! now in a 74 map if you die you would get hit pretty hard with a death pen because you are already getting 100% from the map! But as you say with this you would have to take many other factors into account as well because the EXP pen is applied not only to lower lvl then you but higher as well! never quite understood why you would get penalized for higher lvl content other than possibly power lvling but this is the case in this game!
But as i said before there would have to be many other factors taken into account and the numbers would have to be adjusted to fix properly for each senerio! But im sure if this was well thought out by GGG and looked at further and applied correctly this could be a way to have the best of both worlds... exp penalty to discourage death and ricky play as well as keep it hard to reach 100 but still fair! Just an idea of another way it could possibly be done but as i said before im sure the way it is now is the way it will most likely stay for quite some time!
There is a fine line between Consideration and Hesitation.
The former is Wisdom, the latter is Fear.
Last edited by Demonoz#1375 on Mar 3, 2015, 6:12:14 PM

Report Forum Post

Report Account:

Report Type

Additional Info