Death Penalties

I'm pretty happy with how things are right now, so I like death penalty. It keeps things interesting and you really have to pay attention to the game. Canceling it will result only in everybody going glass canon which makes a game boring after a while.
IGN: Berrren
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Berren wrote:
I'm pretty happy with how things are right now, so I like death penalty. It keeps things interesting and you really have to pay attention to the game. Canceling it will result only in everybody going glass canon which makes a game boring after a while.


There is a big line between where we are...and "cancelling it"

Here's mu idea. possibly this had already been suggested somewher in 133 pages of this thread.
I think it should start out at 7.5%/15%, but lower each succes time within that player level.

So I die once, I lose 15%/7.5%
I die again BEFORE I level up, so I lose 10%/5%
I die again, I lose 5%/2.5%
This remains as my penalty, until I level up, when it rests to 15%

Points to note:

Effectively, the total loss possible in the current system is 99% of the current level, which is 7 deaths in cruel.

The occasional death is exactly as painful as the current system
No matter what, once you're at 0% progression, no further deaths have any penalty, this is where we are now.
With a reduced penalty, all that happens is someone who dies two or three times won't feel as frustrated dropping XP, they may well slug it out until they clear a particular area, and gain the level in the next area.
People who die repeatedly will hit the XP floor for that level regardless.

IGN: Kulde
I think it would be better if the penalty increased based on the amount of times you die per level.

1st death = 2.5%
2nd death = 5%
3rd death = 10%
4th and subsequent deaths = 15%

This would reset at the start of every level.
Things are great the way they are now, GGG.

I remember a period of time where people didn't feel entitled to things just because they put effort into it. People just want to faceroll through things without thinking and "beat" the game.

I remember a time when dying meant dropping gear and deleveling and possible losing weeks worth of work. So everyone did everything they possibly could to avoid death. It was meaningful. The best part was that nobody complained about it. People learned from their mistakes and reflected on what they could do differently or improve their build so that they're not stuck in that position a second time.

Kids nowadays want a gold medal for participating and don't want penalty for not doing well. What an age we live in...

ign: Eshi or EshEleCleave
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Govestun wrote:
Things are great the way they are now, GGG.

I remember a period of time where people didn't feel entitled to things just because they put effort into it. People just want to faceroll through things without thinking and "beat" the game.

I remember a time when dying meant dropping gear and deleveling and possible losing weeks worth of work. So everyone did everything they possibly could to avoid death. It was meaningful. The best part was that nobody complained about it. People learned from their mistakes and reflected on what they could do differently or improve their build so that they're not stuck in that position a second time.

Kids nowadays want a gold medal for participating and don't want penalty for not doing well. What an age we live in...



Yeah, losing a weeks progress sounds like a lot of fun! Come on GGG, cater to the 1%, screw the 99%.
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MrH wrote:
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Govestun wrote:
Things are great the way they are now, GGG.

I remember a period of time where people didn't feel entitled to things just because they put effort into it. People just want to faceroll through things without thinking and "beat" the game.

I remember a time when dying meant dropping gear and deleveling and possible losing weeks worth of work. So everyone did everything they possibly could to avoid death. It was meaningful. The best part was that nobody complained about it. People learned from their mistakes and reflected on what they could do differently or improve their build so that they're not stuck in that position a second time.

Kids nowadays want a gold medal for participating and don't want penalty for not doing well. What an age we live in...



Yeah, losing a weeks progress sounds like a lot of fun! Come on GGG, cater to the 1%, screw the 99%.


Reread my first line.

And don't die.
ign: Eshi or EshEleCleave
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Govestun wrote:
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MrH wrote:
"
Govestun wrote:
Things are great the way they are now, GGG.

I remember a period of time where people didn't feel entitled to things just because they put effort into it. People just want to faceroll through things without thinking and "beat" the game.

I remember a time when dying meant dropping gear and deleveling and possible losing weeks worth of work. So everyone did everything they possibly could to avoid death. It was meaningful. The best part was that nobody complained about it. People learned from their mistakes and reflected on what they could do differently or improve their build so that they're not stuck in that position a second time.

Kids nowadays want a gold medal for participating and don't want penalty for not doing well. What an age we live in...



Yeah, losing a weeks progress sounds like a lot of fun! Come on GGG, cater to the 1%, screw the 99%.


Reread my first line.

And don't die.


Hardcore is there for people who like being punished for dying, normal doesn't need such a system. Most people play games for fun, it shouldn't be a chore. I like having some death penalty so dying isn't completely meaningless, but the current system is too harsh for people who have specifically picked normal to avoid severe death repercussions. The system I suggested earlier would be a lot easier to swallow for most people IMO.
THe death penalty is too much. And you cant help dying when you desync while using flicker or whirling blades.

Death penalties are one of those things that are fine in single player games, but in online games where you can get lag, desync, or internet issues at any random times, its nothing but completely frustrating and does nothing but piss players off when they keep dying from connection related issues.

Tell all the people that lost their HC characters due to desync that they simply shouldnt have died, that defense makes no sense at all.

Its also too punishing for people trying to play glass cannon DPS builds. The death penalty only further rewards tanky builds, while punishing players that try to focus on DPS far too much.
(b) Personal abuse, foul language, inappropriate subject matter, obscene, harassing, threatening, hateful, or discriminatory or defamatory remarks of any nature ... are not permitted.

- PoE TOS.
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Berren wrote:
I'm pretty happy with how things are right now, so I like death penalty. It keeps things interesting and you really have to pay attention to the game. Canceling it will result only in everybody going glass canon which makes a game boring after a while.


Oh right, because everyone playing HP stacking builds only doesnt make the game boring ... Herpy derpy doo!
(b) Personal abuse, foul language, inappropriate subject matter, obscene, harassing, threatening, hateful, or discriminatory or defamatory remarks of any nature ... are not permitted.

- PoE TOS.
"
FadeXF wrote:
I hate this penalty.

All this is doing is saying: "I don't give a shit about your time, guys. And when you die, I am choosing to set you back X hours of your life."

My time is valuable to me... and I don't need a game or any person to try to invalidate my time.

If you built a league whereas I would suffer zero XP loss, I would gladly play in that league. You could even call that league whatever you wanted to... "Wuss League" for all I give a shit. I would play it. Why? Because I think any loss on death in a game is a ridiculous concept to begin with.

I get it already: I fucking died. I get it. I already am probably a little miffed that I died. I already see the "respawn" button and lose time to get back into my map and to the point in the map I died... I lose the flow of the map. I also lose a portal to that map. It's already an unpleasant experience.

You don't need to then rub shit in my face: "hey guess what guy? we know you just died and probably not even to something you had any logical control over... but here's an extra kick in the balls for you: 15%... why? because we don't give a shit about you as a person."

That's what it boils down to for me. Respecting me and my time.


Wow, just wow.

Where you see the whole '' I hate you and your miserable person for dying '' I see a challenge to overcome because yes, it stinks to lose xp. Keep you focused and force you to adapt the challenge.

Also, maybe you could stfu about the ''respecting me and my time'' and the ''Don't give a shit about you''. I believe they do respect you and do care about you since they made you a free game you can play. If you don't like it, you can move out the way.

Lastly, if your time is SO valuable, wtf are you doing playing PoE?

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