Remove xp penalty's from death

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Moosifer wrote:
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AlbinosaurusRex wrote:
It literally doesn't matter at all if you support it. It's a fact. People lose exp due to desync all the time. It's not unreasonable to ask for a fix, whether it's to desync directly, or to reduce/nullify the consequences of desync.


So the question is do you think it's not being "fixed" due to incompetence or apathy? Also, why do you put up with either if you hate them so much?


I think you are overestimating my vitriol toward the issue, or underestimating my tolerance. Just because the game isn't perfect doesn't mean you shouldn't play, and it's totally reasonable to bring these points up in a Feedback forum in an effort to have them examined.
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AlbinosaurusRex wrote:
I think you are overestimating my vitriol toward the issue, or underestimating my tolerance. Just because the game isn't perfect doesn't mean you shouldn't play, and it's totally reasonable to bring these points up in a Feedback forum in an effort to have them examined.


This would be fine if it wasn't discussed almost every day for years now. You're just contributing to the noise at this point. You aren't adding something new nor offering a way to correct it while keeping the vision GGG intends. You're just yelling into an abyssus because.

This is why people like me, get so sick of hearing about it. It's nothing new, it takes away from other feedback and everyone who says they can fix it easily gets shot down as if it could be fixed easily it would have been. I assume the devs aren't trolling us, keeping the number 1 complaint around just to annoy us if they could fix it tomorrow.

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 4, 2015, 7:54:36 PM
It isn't as hard to fix as you make it sound, but it most likely requires them to compromise something to at least a small extent. Still, this topic is about how it applies the exp penalty unfairly. Do something about that and desync has one less problem associated with it. I'm not interested in going through the whole debate again in this thread, but "easily shot down" is a gross overstatement of your side of the argument's actual position.

I think we can /thread this, though, as lots of good suggestions are already here, and the only thing really worth adding to it would be other ways to address the issue, but people are looking like they would rather argue in circles instead.
^ If it were some small compromise, I don't think the decision would be quite so difficult. No.. I think they would have to compromise quite a bit, actually.

Edit: But I want to disclaim--I have little to no technical understanding of the problem or its proposed solutions. The "I think" was meant literally; this is the reaction I get from reading posts from those more learned than I, as well as my gut feeling just from looking at the dynamic as a whole.

But not to stir the nest anymore. I agree ^-^ /thread it
Devolving Wilds
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Last edited by CanHasPants#3515 on Feb 4, 2015, 9:06:59 PM
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CanHasPants wrote:
^ If it were some small compromise, I don't think the decision would be quite so difficult. No.. I think they would have to compromise quite a bit, actually.


I think it's worth looking into what exactly the compromise would be.

Assuming any change implemented successfully made death undesirable and something you wanted to avoid while at the same time removed any of the negative feelings associated with it, it would also remove the weight the risk of death carries with it.

You see, that heart-racing death-aversive anxiety is there precisely because of how severe the consequences are if you were to suddenly die. They're intertwined, and having one without the other is not an easy design challenge.

So to frame the question another way, how much death-regret is an acceptable level to keep the death-anxiety fresh?

As for me, while I am for the idea of reducing death-regret, I do think that there should still be some degree of anxiety even in non-hardcore leagues. somewhere there has to be a solution that has more of the good and less of the bad.
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
Just wanted to say, its the xp penalty that keeps killing my motivation to play this game. Every time I die at a high lvl kills any drive i have to continue playing for the day. I hate re-grinding experience i already grinded. I hate having to expend even more currency in order to re-grind that experience that i lost. Because its not JUST an XP penalty, Its also a currency penalty, which nobody seems to mention when bringing up the xp penalty.

Maybe if you just lost whatever map you are in outright when you die that would make up for it, that way its still a currency penalty and not a double penalty.

Either way, the xp penalty just keeps me from playing. If im trying to level a character I always reach a point where i would rather just not play instead of losing progress.

Because of this I havent been playing much lately. The game just causes frustration with all the shit it keeps giving me from instagib burst damage to shitty shitty fucking RNG luck. Every time i log on i end up dying to something that shouldnt be killing me but because im solo and all the mobs attack me at once i die, ending the night of playing instantly. I dont finish the map, i dont ressurect, I just exit the game.

I would love to play more but its just totally frustrating to do the same shit over and over and over again and get jack shit out of it and maybe even end off with less than you had when you started.
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CanHasPants wrote:
^ If it were some small compromise, I don't think the decision would be quite so difficult. No.. I think they would have to compromise quite a bit, actually.

Edit: But I want to disclaim--I have little to no technical understanding of the problem or its proposed solutions. The "I think" was meant literally; this is the reaction I get from reading posts from those more learned than I, as well as my gut feeling just from looking at the dynamic as a whole.

But not to stir the nest anymore. I agree ^-^ /thread it


From what I've read and understand the big 2 things are evasion and accuracy existing. So dex would have to be completely reworked to stand any chance of removing desync and even then all games have it so we'd still have some to deal with after a massive change.
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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CanHasPants wrote:
^ If it were some small compromise, I don't think the decision would be quite so difficult. No.. I think they would have to compromise quite a bit, actually.

Edit: But I want to disclaim--I have little to no technical understanding of the problem or its proposed solutions. The "I think" was meant literally; this is the reaction I get from reading posts from those more learned than I, as well as my gut feeling just from looking at the dynamic as a whole.

But not to stir the nest anymore. I agree ^-^ /thread it


From what I've read and understand the big 2 things are evasion and accuracy existing. So dex would have to be completely reworked to stand any chance of removing desync and even then all games have it so we'd still have some to deal with after a massive change.


It's more about positioning, movement, collision, and the sync refresh rate being too low, but "action prediction" is also an enormous factor. I don't think reworking Dex would even matter if they just fixed the problem at the source, but as stated earlier, that implies some compromise in game security and how much we value the in-game economy. This is why people fall on all different degrees across the issue.
Another thread where player is begging for the game to become easy.
Another thread where player thinks he should be able to die his way to higher levels.

No, thanks.
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Im starting to think a death should just kill any access you had to the map you died in. That way its still a penalty, all the currency used to purchase and roll the map, but its not a double penalty. Also, it would affect all players, even those who have decided to stop leveling AND those that hit lvl 100. Because in thoery, you could level to 100 farming the library for a couple months 12 hours a day then never have to experience the xp penalty again, the only reason lots of people dont do this is because of how insanely boring it is.

Either way, losing all access to the instance you died in would be a good penalty IMHO. Then its just a currency sink and not a time sink as well.

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