Death Penalties
I don't even notice the 5% penalty in cruel, you still gain exp too fast to bother there. Same is true for Merciless until the 80s, if you don't die a few times an hour.
Dying is frustrating with highlevel chars. With a decent mappool, even a death here and there in the 80s is not really that bad. But at that time, the death penalty rewards good builds. If every one of those horrible CoC "builds" etc. that focus only on dps could get to 90 with Cast on death + Portal alone, the level 90 achievement wouldn't say anything about a char anymore, just that the player invested enough time to reach it. Without a death penalty, well balanced builds get punished because a Glasscannon with CoD Portal would just outperform them by a large margin. Lower death penalties would just shift the "frustration problem" to higher levels and people that don't like xp penalties would complain as much, as seen after the last drop. " The only interesting thing about a durability system I've ever encountered in hack'n'slays was Thinking Cap in Diablo 1 together with the shrines that could rise it. To your idea: So when your item's durability reaches 0 you can't use the item anymore if you don't have the currency? Often an unusable item makes a whole char unplayable. Sounds way worse than an XP penalty to me. " I don't like that idea. Currently after a death I can rage a bit, do something different to calm down, come back to PoE and keep playing. With a "future xp penalty" I'd come back and think "why should I even play now? It's almost pointless anyway" and my frustration would go on. | |
You have it backwards. A past xp penalty is more frustrating because you lost your past work. A future xp penalty still lets you gain some xp. If it was, say, only a 10% penalty you would still get 90% of future xp for, say, 1 hour and would still have an incentive to play. And an incentive to avoid dying.
It is important that the xp penalty charge expire even while not logged in. This balances the game so players can log off and wait for the charge to pass. If you think about it it's actually better this way. There was a system in WOW where the more time you spent logged off the game, you would gain "rested XP" which would increase your rate of XP gain for a while. It was implemented as a mechanism to balance casual play with hardcore play. This way, the casual player who takes frequent breaks gains some small benefit to help catch up to the hardcore player. Also you say the xp penalty isn't even felt until the 80s, but you're wrong. I have a friend who was lvl 78 and was halfway to 79 then died several times due to bad luck and lag spikes, falling back 10%. It was so frustrating because it takes him an hour or more to gain the experience lost in a single death, and a string of deaths can mean the loss of an entire day or more of grinding. And that's only at 78! Extrapolate to lvl 88 and it would be even worse. He was so frustrated from the xp penalty that he just logged off and didn't come back for 48 hours. This is NOT a good thing. Especially since right now most deaths are attributed to lag spikes rather than genuine player mistakes. When players are punished for things outside their control, its even more frustrating. |
|
" The limited resource of gaining XP at high levels is not time but high level monsters due to the mapping system. I'd never run a 75+ map with such a penalty being active. Sure, I could log out or do other things in PoE at that hour but that would punish players with low free time that only can play 1-2 hours a day the most. | |
" I haven't gotten that far yet, but this sounds like a problem in and of itself: why would the supply of high level maps be limited? Most games let you play against monsters, you know, your own level. Also, the xp penalty on future kills can always be bALANCED to have the same net effect as the current system, so any argument saying "it would be worse" are invalid. |
|
" as more cotent comes out, the lvl of the areas increase. when i joined the game highest lvl area was 60 i think? end of beta was 66, now it's 68. getting maps above lvl74 is hard because the game is supposed to be a GRIND to reach lvl100. When new areas come out, lvls of areas will increase reducing this difficulty and etc. as for how you progrees: farm farm farm, get a pool of high-ish maps, run them till they are dry. farm farm farm , and etc. if you put a timed xp penalty, the people will just farm for high lvl maps till the xp penalty drops off, and then procceed to run the high lvl maps without actually losing any xp (because they wouldnt get any worthmention xp from lower lvl maps either way) Last edited by shroudb on Feb 1, 2014, 3:48:12 PM
| |
Reading through the last few pages as a hardcore player:
Beyond league.
|
|
It seems to hear talking taliban integralists of A GAME. People who almost begs developers for more PUNISHMENT for death. PUNISHMENT???? A game IS A GAME, is NOT a vital part of some one!!! Getting to high levels is ALREADY an absolutely ABSURD time comsumpting thing (expecially, e.g., when you must go a level up only to be forced to take a crappy +3% one handed attack speed to reach a more valuable Tetsudo, and so on), and there is moreover the death penalty!!!
Oh, sorry you supreme gamers if i died like 5 minutes ago in merciless with a 4k hp marauder only for taking TWO explosive arrows by two champions at once!!! It's """only""" a spike damage of TWO THOUSAND hp for each arrow of a miserable lvl 57 mob!!! But it is surely MY fault that this game has SPIKES of damage, not GGG fault, right? So i DESERVE punishment, right? So laughable.. Last edited by Wispo on Jun 6, 2014, 9:27:29 PM
| |
er . . . people bitching about 10% penalty, LOL.
| |
" Maybe because those people, differently to those who begs ggg for more punishment, HAVE A LIFE and don't are willing to waste their days on a game | |
" You're right. When someone dies, they should gain 25% exp and a unique should pop out of thin air, all the while ggg should make a lv100 achievement and call it "YOU HAVE NO LIFE". |