"
Vresiberba wrote:
I really do not understand this mechanic, I didn't in Diablo 2 and I don't in Path of Exile. Why is the game you're playing for fun punishing you for, not facerolling content, but actually giving a shit and trying? Why should a game, one that's played for fun, entice you to try, even if it's out of your league, to try and beat it, when failing to beat it punishes you, telling you to not do it again.
This. Makes. No. Sense!
Without the penalty everyone would go glass cannon, why would you pick any defense if you can just respawn at checkpoint over and over with no consequences?
|
|
"
DuckYourHead321 wrote:
"
Vresiberba wrote:
I really do not understand this mechanic, I didn't in Diablo 2 and I don't in Path of Exile. Why is the game you're playing for fun punishing you for, not facerolling content, but actually giving a shit and trying? Why should a game, one that's played for fun, entice you to try, even if it's out of your league, to try and beat it, when failing to beat it punishes you, telling you to not do it again.
This. Makes. No. Sense!
Without the penalty everyone would go glass cannon, why would you pick any defense if you can just respawn at checkpoint over and over with no consequences?
Um.. last I checked if you die you only got "X" number of portals until you're unable to complete the map.
Any non map is irrelevant, as the exp there is nowhere in the same ballpark as map exp. And map mods are the best currency mods to find stuff, minus of course labs. But lab exp falls under the same dilemma.
Last edited by ThePesmergia#0889 on Jan 1, 2018, 8:13:21 AM
|
Posted byThePesmergia#0889on Jan 1, 2018, 8:10:11 AM
|
For some people, continuously adapting and improving and winning even against the odds is fun.
Who knew?
The less skill you have, the more gear you need.
The more skill you have, the less gear you need.
And some play melee and enjoy even that.
Peace,
-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes Last edited by Boem#2861 on Jan 1, 2018, 8:19:46 AM
|
Posted byBoem#2861on Jan 1, 2018, 8:17:29 AMOn Probation
|
"
DGTLDaemon wrote:
"
Snorkle_uk wrote:
The game is designed for people who wish to be challenged, and then find a way to overcome the challenge and feel a sense of accomplishment from that.
The problem is, the XP penalty achieves exactly the opposite effect: instead of encouraging players to challenge themselves by running dangerous, high-tier content, it forces them to grind safe low-tier crap until they reach their target level.
well in theory it challenges them to make a build that can deal with that content without dying. People are only forced to grind yellow maps with mirrored gear if they dont accept the challenge to make a good build in fairness.
Zizarian responded to mathils logout by killing a ghosted minotaur in a hardcore temp league.
Theres no challenge running hard content if dying is meaningless, beating hard content only means something if theres a reason to not just deathzerg it.
"
ThePesmergia wrote:
I am torn between it. I understand it and I do not, at the same time.
I understand it makes you unable to faceroll tiers through death spams of tiers you SHOULDN'T be in, getting more exp than you should.
But on the other hand, in T12+, map mods are random, and there's many RNG 1 shot map rolls that are out of your control, that punish for no reason, even though you're geared for it even.
So...
I play maybe 40+ hours a week almost every week, and probably the majority of that is in alched red tier maps with a huge variety of builds, and I think Ive been 1 shot in red maps maybe once in the last 2 years. That was a boss being corpse exploded.
I would argue your gear, build and map rolls are all very much in your control, and if you care about not dying then the game is about using your knowledge of these things to survive.
|
Posted bySnorkle_uk#0761on Jan 1, 2018, 8:43:18 AM
|
XP loss on death, why?
So that the sc slackers cant slack as much as they would like.
Get a grip!
You have to remember to chase and catch your dreams, because if you don't, your imagination will live in empty spaces, and that's nowhere land.
|
Posted bystevich#7229on Jan 1, 2018, 8:52:06 AM
|
NO ONE is asking for NO penalty on death. Why do people INSIST on answering a question ON ONE asked!
There is no point in a discussion if people don't even know the dicussion!
The question is NOT if death penety should be removed (obviously it shouldn't & I don't know anyone that say otherwise), the question to be answered is if XP losss is well design, & if there are better altenatives. For instance, rewarding people who can do tougher content without dying, vs punishing people for failing, the latter encourage taking on LESSER contents.
|
Posted byKiadawP#5072on Jan 1, 2018, 8:55:00 AM
|
"
DGTLDaemon wrote:
"
Snorkle_uk wrote:
The game is designed for people who wish to be challenged, and then find a way to overcome the challenge and feel a sense of accomplishment from that.
The problem is, the XP penalty achieves exactly the opposite effect: instead of encouraging players to challenge themselves by running dangerous, high-tier content, it forces them to grind safe low-tier crap until they reach their target level. How many people would risk leveling in T16 maps? That's right, very few, because one missed burrow attack from the Minotaur means instant death to vast majority of builds, especially if the map has damage/crit mods on it. That's one of the reasons why you see endgame builds with mirror gear and millions of DPS running hundreds and thousands of boring yellow or low-tier red maps (the other reason being that it's often more economically viable than farming high-tier content).
For me personally, the XP penalty takes all fun out of the game until I'm at my target level, because it forces me into an ultra-careful, quasi-HC playstyle where I'd rather skip dangerous content (such as bad combinations of map mods, or abysses/breaches in maps with bad mods) than attempt it and risk dying. Remember Mathil's famous simulation of hardcore experience?
https://clips.twitch.tv/SpoopySlickGaurNomNom
Well, you can call me a casual softcore scrub, but I don't enjoy playing like that at all.
This is excellent post and great conclusions. For me xp penalty means quitting PoE much faster each league. I will NOT waste time on this bullshit.
|
Posted byElua#0230on Jan 1, 2018, 9:01:48 AM
|
"
KiadawP wrote:
NO ONE is asking for NO penalty on death. Why do people INSIST on answering a question ON ONE asked!
There is no point in a discussion if people don't even know the dicussion!
The question is NOT if death penety should be removed (obviously it shouldn't & I don't know anyone that say otherwise), the question to be answered is if XP losss is well design, & if there are better altenatives. For instance, rewarding people who can do tougher content without dying, vs punishing people for failing, the latter encourage taking on LESSER contents.
One of the main functions of penalty is to prevent sub-optimal builds from reaching lvl 100. Do you know any alternative ways to achieve that?
IGN: Eric_Lindros
CET: Timezone
|
Posted byLudvator#6587on Jan 1, 2018, 9:03:20 AM
|
"
Ludvator wrote:
One of the main functions of penalty is to prevent sub-optimal builds from reaching lvl 100. Do you know any alternative ways to achieve that?
Then why don't we start applying XP penalty from lvl95, for instance? It appears that GGG expect most players to stop around lvl90, and most builds posted here on the forums aim at low 90s as their target level. So why not let the majority of the playerbase reach their target levels without constant fear of death, and only make lvl95-100 extra challenging? Or maybe start with a 5% XP penalty for lvl91-95, and raise it to 10% for lvl96-100.
Fuck master rotas. Fuck any kind of rotas, for that matter. Last edited by DGTLDaemon#6150 on Jan 1, 2018, 9:09:34 AM
|
Posted byDGTLDaemon#6150on Jan 1, 2018, 9:07:45 AM
|
"
KiadawP wrote:
NO ONE is asking for NO penalty on death. Why do people INSIST on answering a question ON ONE asked!
There is no point in a discussion if people don't even know the dicussion!
The question is NOT if death penety should be removed (obviously it shouldn't & I don't know anyone that say otherwise), the question to be answered is if XP losss is well design, & if there are better altenatives. For instance, rewarding people who can do tougher content without dying, vs punishing people for failing, the latter encourage taking on LESSER contents.
You're wrong. The question is "XP loss on death, why?" it's not "10% XP loss on death, why not <10%?"
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
|
Posted byMikrotherion#4706on Jan 1, 2018, 10:13:33 AM
|