Death Penalties
" Doesn't it occour to you that it may have been a sync problem because of a lag spike, and you actually never got out there?, so it may have not been a problem of the server, but mainly yours? Or maybe it was the otherway arround, but still, if i'd be a supporter or even without being a supported i'd never quit a game like this one for that reason, because it minimal compared to the entire awesomeness of the game. "The harder the game, the better."
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" That completely misses the point. I still don't see what the reasoning is to take exp away from me for something I did have no control over. No other game on this machine has any connection issues whatsoever either, so we can just conclude the game has problems with synching. Until that's fixed, I'd like to keep my exp, thank you. " Being unable to level up a character in the game because the game arbitrarily takes away your experience is 'minimal'? Spending hour upon hour on the game and constantly having your experience reset is 'minimal'? That's what's happening here at worst, and it keeps gettings worse the further I progress in the game. Seriously, this game is so awesome on so many levels, but loss of exp, being unable to progress and lag spike deaths, all things I can't affect in any way, make it completely unplayable and unenjoyable at the moment. I honestly didn't bother playing today, because I didn't want to spend an hour with the fear that any moment I could be forced to die and lose all the exp I managed to gain during that hour. I'm not quitting the game, but I'm stopping playing it until either the synching issues are fixed or exp penalties are removed, so that I can actually progress in it, and thus enjoy it again. Had a blast until the lag spikes started popping up around ruthless difficulty! Totally love the massive skill tree. ":D"
FFA loot = Single Player Game | |
" maybe you don't see the bigger picture here. If a player level 70+ loses exp this is too much for him to the point some high level players says this is mostly like 3 hours of grind. FFA loot = Single Player Game
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And I'm not even level 50 yet, and it's already frustrating. :(
I'm just bummed that I can't enjoy the game anymore. I was totally hooked on it for the first 30 or so levels. Getting skill points is already so slow that it kills some of the fun of skill expansion on the skill tree, even without exp loss. To me the fun of those 30 first levels was how regularly I got to do stuff on the passive skill tree. Now progress is mostly about loot and skill gem level grinding, which isn't as entertaining in comparison. As an example, I'd rather have twice as many nodes on the passive skill tree, with half the bonuses, but get skill points twice as often. That's just my preference though, but anyways, that's how much I enjoy that feature alone. I know leveling up gets slower in just about every RPG type game, but I wish the skill point accumulation rate for invested time would stay about the same. I'm derailing the topic a bit here, so errmm... anyways, exp loss totally kills the remaining fun for me. That's all. ":D"
FFA loot = Single Player Game | |
yes i think so too
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With this rubber banding issues dying and losing x amount xp worth of hour or less just makes the game unjoyable at least we should get our certain amount of xp back when we reach our death spot(like in titan quest or such).
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Question for GGG.
Right now the penalty is 0%-normal, 5%-Cruel, 10%-Ruthless, and 15%-Merciless. What is the plan when Merciless goes away? Will it just be: 0%-normal, 5%-Cruel, 10%-Ruthless? If so I think this would solve a LOT of the issues I see brought up here... That and fixing the rubber banding. As it sits I cannot get motivated to play my LvL64 because of the 15% loss at death. Currently that is my major reason for playing new builds/alts. -- Providing opinions since I was old enough to tell my sister she was ugly. | |
I think that there should be an other league for people that gets frustrated over it, because those who like it as it is will probably leave if it becomes unchallenging.
"The harder the game, the better."
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Agree with Vold. A "forgiving" league where death is not penalized might solve these problems. Not sure what the resource outlay for that might be, though.
A game can't be everything to everyone. Still, it's eye-opening to see the range of motivations behind different players. Some don't seem to think hard-core is hard-core enough because of the character is only transferred to default. Others take issue with a 15% XP death penalty. (Incidentally can an XP penalty make you de-level?) I think the devs are trying hard to make it an awesome experience for all kinds of players - and succeeding most of the time! Way to go. Basics of how to play (by Malice): tinyurl.com/72wrafn Walkthrough for Act I and II (by KrapnoV) : tinyurl.com/7w3a3gd Mechanics - how the game works (by Malice) : tinyurl.com/6p4zbl5 Crafting Guide (by Invalesco) : bit.ly/craftpoe Mechanics videos (by Eztheal) : bit.ly/UTwFAV Last edited by Singakiwi on Sep 5, 2012, 7:17:26 AM
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Don't penalize death, but reward long lives: Survival Bonus (see also Sacred 1 and 2)
The survival bonus could increase magic find, itemcount find (there cannot be a gold find because there's no gold altogether) and maybe lower item requirements (so you can equip certain gear earlier). The higher the survival bonus, the higher the monster difficulty (except in hardcore mode, because death is absolutely no option there) and also the harder it is to increase the survival bonus. It could simply be experience based (time based can be exploited) on the monsters you defeated and if it is higher than your own level, monsters will give less survival bonus XP up to 0 bonus XP for monsters way lower your own character niveau. The effective character level would be the total sum of character XP and survival bonus XP as if this was the true character level to determine monster difficulty. i.e. there's the following XP table Lv 1 - 0 XP Lv 2 - 1000 XP Lv 3 - 3000 XP Lv 4 - 6000 XP Lv 5 - 10000 XP Lv 6 - 15000 XP Character Lv 4, Survival Bonus Lv 5 Lv 4 = 6000 XP Lv 5 = 10000 XP Effective Level = 10000 XP + 6000 XP = Lv 6 If your character dies, the survival bonus level will be reset to Lv 1. Last edited by Ettanin on Sep 5, 2012, 7:55:06 AM
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