XP loss goes against gameplay itself
This is my major gripe with the game at the moment, I can't for the life of me see how this makes the game more enjoyable in any way, you can blabber on about 'casuals' and difficulty and whatnot, there is nothing difficult or hardcore about XP loss.
It only means one thing. After actually playing the game, I will have to pull back from progressing any further in areas where combat is challenging, back into safe areas where I can grind until the challenging area becomes unchallenging. It makes every victory a pyrrhic victory if it was actually a struggle. It forces me to play safe. It tells me that I shouldn't even try progressing unless I know for certain I can win. And the only way to achieve this high certainty is by grinding content I'm certain I can win. Where exactly do you get the notion that this is in some way a hardcore manner to play the game? The game itself is punishing you for facing the challenges it puts in front of you. It's begging you to not take on any challenges, which is just gameplay shooting itself in the foot. "But there has to be some punishment for dying" I'm sorry, did you not notice your punishment? Dying means you lost the battle, it means no loot, it means no progress, it means you're back at point zero with nothing to show for your efforts. And that makes you more determined to beat it, try something different, a different skill perhaps, do you want to kite this time, maybe go all out and nuke it? Your possible victory grows even sweeter. Fun. XP loss tells you to not do this, or if you do it'll punish you so damn hard you won't even be able to attempt the next one. This thread has been automatically archived. Replies are disabled.
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xp loss is not about difficulty or punishment. its intended solely as a time and currency sink in order to extend to game's lifespan. the fact so many players are over level 95 shows the death penalty might actually be too merciful.
IGN: Arlianth
Check out my LA build: 1782214 | |
Unless you're playing hardcore, the OP's feedback is wrong IMO. Just try the hard places anyway, the death penalty isn't a big issue. If you're too weak to get exp there, then you definitely need to farm earlier sites, but that's true even if there's no death exp penalty.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
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" Thank you, that's a very good explanation. Is that GGG's official intention with the mechanic? Even then, this mechanic is still a major turnoff. Being that I will always take on the challenge, I will eventually be forced to play the game in a very unfun manner, the safe one. Seeing as we have a gigantic skill tree and all these classes, there's so much else to try out, which remains fun whether or not I have a character at peak level or not. I'd much rather be doing that than grinding some arbitrary XP number. | |
Neph is making things up.
Death penalty has been discussed ad infinutum. Essentially it is there to encourage you to not die. Simple put, you are NOT meant to die. In order to give death meaning it needs to have some loss to it. The idea that 'its enough of a loss to know you have died' is kind of bullshit, because you can then tp zerg bosses super easily, you can wp zerg difficult content, and indeed if nothing else this shows that your death is already not meaningful enough if you aren't concerned aobut dying as you can zerg quite easily now. Some people feel that they would react the exact same way without a death penalty, but this is a falsehood. You would still be dying. What you are unhappy about is the punishment for dying, not the actual death. What you are COMPLAINING about is that you are being punished for dying. If you were to, say, not die. Which can be done in many ways, then you wouldn't be complaining about the death penalty. When you die, you don't instantly go 'lets go try it another way', 90% of players will just go repeat the same thing only hoping to not die this time. This is the core of the xp problem that exists with hte death penalty, people who do not adapt to situations. You should have plenty of defenses, enough that if a situation is going pear shaped you can run back/tp out, prepare yourself with something such as a specific resistance flask, etc, and go back in. If you are not able to win even after this, your build is what is lacking, and you either need to level up or get better gear before trying this content. The issue is this: If you had no death penalty, what is the reason for you to NOT die, assuming you have a TP scroll up so no significant loss of time? -Loss of loot? Not true, you come back, kill the monster, get the loot -Loss of tp scrolls? Theres tons I have no other ideas about what you loose when you die besides XP | |
" I guess this would relevant if the game was balanced around not wanting players to 'zerg' merciless piety for luxurious ilvl 60-something loot. Please tell me how you intend 'zerg' empyrean piety or magera. Poe amounts to 2 things, accumulation of wealth and experience, the two are closely tied due to high level maps requiring currency to buy and roll. With this, we can equate play time to a certain amount of experience or wealth gain. When you die, that time/currency/experience is effectively sunk into the ether and you are that much farther away from reaching level 100. If there was no exp penalty then too many people would be able to brute force to level 98+ with horribly balanced builds and too much rmt. When people reach level 100, there is really not much left to do. When there is not much left to do, buying microtransactions is the last thing on your mind. So with that, death serves as one of the best (if not the best) currency sinks in the game if not the best and extends the play time a certain person has before they hit the death trap known as level 100. IGN: Arlianth
Check out my LA build: 1782214 | |
" I explained it to you I could easily play the game in such a manner that I would never die. It'd just be a dreadfully boring way to play the game. It absolutely kills any enjoyment of the game's challenges, at that point you can just remove all interesting mob mechanics and turn it into a number simulator. Boss has a 12, you have a 10, proceed to grind for 4 additional hours until you have a 13. You win. Next boss has a 15. This is a very viable absolutely unfun way to play the game that I'm being forced into by the game's mechanics. I want to take that 10, pour my own personal skill in, and make that 10 beat a 12. If I need to turn away and come back when I'm at an advantage, I'm no longer facing any challenge. My victory is already guaranteed. There is no game to be had in that. So what if someone else wants to TP zerg? What's wrong with that? If that person wants to beat that encounter in that manner, let them! They wanted to go for that tactic, and they just had to spend a continent's worth of TP scrolls to perform it. Hardly a sustainable strategy, but it's the one they chose to perform anyway. Even so, why are you so hellbent that there needs to be some additional punishment for death? And in normal league? The result is exactly the same. Most things XP penalty causes are already there, if you can't stand a chance against the more difficult encounters, you'll have to grind previous content. The XP penalty only forces you to do that times a hundred. But ultimately, and the most serious impact it has on gameplay, is that it punishes you for not engaging in a risk-free manner of playing. Surely you can see such a death penalty has a tremendously negative effect on the game? | |
Threads like these make me want to petition them to move the penalty back to what it was prenerf.
They aren't removing it, they lowered it to calm the QQing. Just stop already. You shouldn't die, there should be a reason people fear dying. If they don't charge exp, there's no gold like D3, oh, great solution. Instead of 10% exp, every death costs 1 ex. If you don't have an ex to pay for that death you aren't allowed to log onto that toon until you pay it. 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 | |
" Man I sure wish I had the skills to grind for ages and automatically win encounters because my numbers are higher than their numbers. I don't fear dying. This is not something they should aim to discourage. It means I play the game for what it's worth. I know everything about risk, I'm a dedicated roguelike player, I've watched dozens of characters I poured in days of effort into die because I made the wrong call. I enjoy that, those are the tense moments full of fun that make a video game worth it. But Path of Exile is taking the next call for me. It's telling me there's only one viable long term way to play and I have no other option but to engage in it if I want to progress, and this way isn't going to feature anything involving risk or skill. Which means I'm out the door and playing another game that isn't wasting my time. Hence, my feedback. | |
At high levels, some players would gladly pay 10 exalts to get back 10% exp
but thats besides the point. the game should try to kill you in meaningful ways that can be countered with planning and reaction and there should be a cost if it succeeds. And yes there are only a few viable builds or 'playstyles' to pick from in order to be able to progress past 90. They generally involve a large amount of defensive nodes and ridiculous gear. IGN: Arlianth
Check out my LA build: 1782214 |