XP loss goes against gameplay itself
" Which is necessary to make sure that ALL players want to avoid death. In your example rich players wouldn't give a crap about dieing. Standard Forever
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" Last edited by GhostOfLiemannen#3153 on Oct 18, 2013, 9:45:43 PM
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My IIQ/IIR stacker who's in it purely for the farming does not give one rat's ass about the XP penalty. None. She cares a little bit about the "you have consumed a map portal" penalty, and it's not really an issue until they're all gone. Other than that, she eagerly embraces death.
Is that fair to someone who actually likes gaining levels? Fuck no it's not. Why work so hard to earn something the death penalty taxes, when you can instead focus on something that gets off scott free? I really don't think she's alone, either. There's a reason why people love stacking IIQ/IIR so much. Obviously part of the reason is just the pure brutal efficiency of it all, but the ability to just shrug off the XP penalty cannot possibly be something which only I have found. The death penalty should be item-based. My MF character might not care about levels, but no one wants to lose their gear. Additionally, item-based penalties are gear sinks, and those are good for controlling gear inflation. If you ask me, the softcore leagues should not have an XP penalty on the character, and instead have the following system:
Before anyone cries about how such a penalty is way too harsh: the gem % XP and the amount of durability on items is a flexible thing, which you can make such a penalty much softer (or harder) by just fiddling with the numbers. Maybe it takes one hundred deaths for your Kaom's to break, and 2% gem XP per death. A hundred deaths is a lot; a level 80 player, the current XP penalty from 100 deaths is enough to reach level 87 and be 60% of the way to level 88. Maybe durability would be even higher, maybe lower. Whatever seems fair and balanced. Actually, I'd prefer it if the Standard death penalty was overall less punishing and more of a slap on the wrist. Remember, the softcore death penalty isn't supposed to be sadomasochistic — that's what hardcore is for. However, it would be really nice if that slap on the wrist applied to everyone, instead of only a subset of softcore players. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Oct 18, 2013, 10:02:36 PM
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" So you want to replace a system that already is a slap on the wrist with a system that would punish everyone equally and possibly destroy the biggest assets characters have, bigger than any XP as good gear enables easy xp gain? I certainly do not see anything wrong with this idea, at all. But really, I think you've got one foot in and one foot out, the irreparable part of your idea is pants on head silly, so is the gem xp imo; I'd go for flat out durability drops that cost a hurting-but-not-quite ammount to fix and can be fixed without having to resort to one big ass 4ex+ repair *before* you even go out, it feels more like the world's most expensive insurance than a durability system. Plus, you'd be hurting non-MF chars/users a lot more, they tend (I would know) to be slightly poorly geared, and just scrapping currency out of whatever rares they can find, they're by this also bound to die quite often, and I'd say I rather keep whatever nice piece of gear I happen to find by luckying out and be stuck at level *something* than having the prospect of my gear going kablooey. Last edited by GhostOfLiemannen#3153 on Oct 18, 2013, 10:15:07 PM
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"It can't be any worse than the current system, where the non-MF character has a penalty and the MF char functionally has no penalty whatsoever. But, in general, you skimmed over my post, didn't really read the whole thing, and missed several important points in your rush to attack my idea. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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Nah.
You need some sort of disincentive for death, otherwise people just start resurrection spamming their way through baseline content. You can still abuse it to get through an occasional rough patch, such as certain boss fights. But if regular levels are too difficult for your character, the penalty stops your character from leveling up / progressing. This is enough of a signal for most players to finally either rework their character or re-roll completely, and plan better next time. |
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" Do I need to address every single bit in a detailed manner? I think we're both able to read a bit between the lines here. It being "flexible", in my case, doesn't ammount to much, flexibility can only get it so far before it turns the penalty into neglible, make it 10k deaths and see if anyone even hits that many deaths; or if a MF stacker won't get an eternal orb worth before 10k deaths; while it does have some flexibility, I can't think of a number off the top of my head that woudn't fall in either extremely punishing territory or kind-of-not-there. A hundred deaths might sound like a fine number, but, again, you're making the penalty have far more potential for harsh consequences than the current one has; at least the current system does not make me de-level; so even if I go on a die-a-ton I don't stand to lose something that's tediously hard to replace, so much that I'd have to make an MF char just to sustain the possibly broken gear of the character I want to level. Then the gems, leveling gems to 20 is a pain in the ass, only made relatively doable because they suffer no exp penalty on death (and on areas, sorta); also it is one of the best ways for the budget non-MF player to get a 20% Q gem. Not only I'd have to dabble on the idea of making an MF stacker to safely farm docks for ever to replace potentially broken couple-exalted gears on my XP seeking character, I'd have to ponder on it even harder if I ever want 20% quality gems to get around harsh maps easier. So, to me, yes your system can and would possibly be far worse than throwing 10% exp out of the window. Yes your system affects MF chars who like to throw themselves endlessly at level 500 mobs, but if that happens they'll all just sit in docks and spam farm slightly slower to save their gear, they won't run into level 77 maps to die 6 times per map and have to replace 30ex worth of gear every 20ish runs for a minimal drop quality increase; yet it makes sweet unlubed anal love to people who chose NOT to take part in the MF-ing fest and are kicking the bucket on average gears. You'd be merely attacking a sympthom rather than the core illness; there's MF characters in hardcore leagues too, and the above is the exact reason I think they exist, to replace "lost" gear on deceased characters. Which is why I woudn't tie XP penalty to MF that much, yes it helps, yes MF chars do not care about exp penalty, but that's not the core reason imo. Last edited by GhostOfLiemannen#3153 on Oct 18, 2013, 10:50:26 PM
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It's not perfect, but what do you guys think of this idea? It could be used instead of or with an experience bonus.
http://www.pathofexile.com/forum/view-thread/525384 |
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"You admit there exists a point where the penalty would be underpowered. "You admit there exists a point where the penalty would be overpowered. Therefore, there must exist a point in between these two points where the penalty would be balanced. "The point of this is not to fix MF characters in any kind of global balance sense. The point of this is to ensure a death penalty as applied to all characters. "A survival bonus only does its job so long as one has it. Sure, if you have a decent bonus, you'll take care not to die. However, once you do die, you have nothing to lose. You will not adapt your strategy or try swapping in a resistance flask, you will just zerg whatever killed you until it dies, then work on trying to restore your bonus. Since it does not discourage zerging, it is a fail suggestion. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Oct 18, 2013, 11:45:37 PM
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De-leveling gems is a vendor recipe that costs a Scouring Orb.
Not sure we want a back door to get that for free, ostensibly as a death "penalty" |
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