This table just shows and confirms why people run high yellow maps instead of reds , only 1.5 level difference between t15(red) and t11(yellow) with allot less risk involved.
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Posted byexalition#6313on Jun 28, 2016, 2:14:47 AM
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Voroseeg wrote:
The race to 100 was never fast, you just nerfed it based on the streamers that played the game 24/7 with top gear, OP meta builds and +30% packsize Gorge rotations.
I second that.
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Posted byvisibledark#0732on Jun 28, 2016, 2:17:01 AM
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I'm really against the idea of making leveling take longer for EVERYONE due to the top 0.1% streamers hitting 100 too fast.
This change makes me want to play less, knowing that I have to grind more to reach the same level I was last league.
Regardless, I love this game and will continue trying out many builds. I'm just bummed it's gonna take longer to do so.
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edit: I guess I should make a suggestion along with my opinion.
I think that the last couple of levels should just take more experience to progress.
Lower level players should not be affected, especially since the reason given for change is due to the top players racing to the end.
Last edited by sungbung#1653 on Jun 28, 2016, 2:20:50 AM
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Posted bysungbung#1653on Jun 28, 2016, 2:17:05 AM
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Then you guys should implement Exp fatigue system. The faster the exp a player gain, the more exp penalty he will receive.(and you balance this system around the top players) They still can race within the fatigue system, exp bar still move just slower.
quite a number of MMO implement this trick to stop the no-lifer from leveling 1 character too quick & this system does not punish the more casual players who do not have 14-16hours a day to play the game but still wanted to go max level & have some progression.
Also what this guy said. VERY MUCH THIS
Last edited by Pepsack#0172 on Jun 28, 2016, 2:21:39 AM
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Posted byPepsack#0172on Jun 28, 2016, 2:18:06 AM
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Morti555 wrote:
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Then you guys should implement Exp fatigue system. The faster the exp a player gain, the more exp penalty he will receive.(and you balance this system around the top players) They still can race within the fatigue system, exp bar still move just slower.
quite a number of MMO implement this trick to stop the no-lifer from leveling 1 character too quick & this system does not punish the more casual players who do not have 14-16hours a day to play the game but still wanted to go max level & have some progression.
What this guy said.
Good solution. Doesn't punish the players that have lives
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Posted byposterier#7504on Jun 28, 2016, 2:19:39 AM
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FlyingBurger wrote:
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BeaR525 wrote:
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Chris wrote:
The race to level 100 in Path of Exile is not meant to be fast. The upper echelons of player level in Path of Exile are about bragging right more than absolute power. The marginal benefits of the last few passive skill points are low, and there currently aren't any items that require level 97 to equip.
Over time, players have become both better at building characters, better at playing to maximise experience and have more powerful tools at their disposal. The race to 100 gets faster and faster each league.
To compensate for this, we have periodically applied changes to the experience equation to slow down the top players reaching 100. Sometimes we apply changes that intentionally slow a larger band of players down, but this is due to our dissatisfaction with their leveling speed also. As we have seen this league, players are still able to reach high levels rather quickly.
We didn't go into detail about the specifics of the 2.3.0 experience change in the patch notes. This was an oversight. The details are as follows:
We reduced the effective level of endgame areas for the purposes of the experience equation. The below chart lists the monster level of the area, what the level is for the experience penalty before 2.3.0, and then the effective level after 2.3.0. You can see the details of the experience penalty equation on the Path of Exile wiki (http://pathofexile.gamepedia.com/Experience).
Level 70: 70 -> 70
Level 71: 71 -> 70.94
Level 72: 72 -> 71.82
Level 73: 73 -> 72.64
Level 74: 74 -> 73.4
Level 75: 75 -> 74.1
Level 76: 76 -> 74.74
Level 77: 76.9 -> 75.32
Level 78: 77.7 -> 75.84
Level 79: 78.4 -> 76.3
Level 80: 79 -> 76.7
Level 81: 79.5 -> 77.04
Level 82: 79.9 -> 77.32
Level 83: 80.1 -> 77.54
Level 84: 80.2 -> 77.7
We've found that players who aim for max level enjoy a harder grind to reach this goal. The harder grind also more clearly signals to players who like building alternate characters roughly when to reroll.
In the future, we'll release content that has a higher monster level than level 84. This would make the race to 100 even faster. We'll probably apply experience penalties directly to the upper levels themselves rather than continuing to drop the effective area levels for experience. For example, maybe it'll take 50% longer to reach level 100 from level 99, but the experience gain of lower-level players would be unadjusted. This depends a lot on the specific level of content that comes out in future releases. We want to strike a good balance between rewarding progression and a race to 100 that isn't over in ten days each league.
This just makes me never want to play path of exile again .
Same, made to lv98 last league, but this time, I started on the first day of the league as usual, but haven't even reached lv80 yet, the only reason I'm still playing for about 6 hrs a week is because one of my friends is playing it.
Yeah just stopped myself, leveling past 90 is something I won't do. I can't understand how anybody enjoys that kind of grind, some do it but I doubt they revel in the tedium of running the same maps over and over again. It's a shame that they just keep gating these levels and points off from us when we just want to have fun, finish a char and try a different build. Instead, finishing a char is 90 or less now. They keep using the word Prestige when talking about getting to 100, get over yourself, you run a video game not a university.
Last edited by jasonbgnh#6118 on Jun 28, 2016, 2:22:11 AM
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Posted byjasonbgnh#6118on Jun 28, 2016, 2:19:41 AM
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I would also suggest the following 2 options:
Ladder Mode and Casual Mode:
Ladder Mode gives you the usual XP and you show up on ladder.
Casual Mode gives you more XP but you don't show up on ladder.
1.5 months split:
The first 1.5 months there is the normal XP rate so the no-life race between streamers doesn't end "too soon" and in the other 1.5 months there is an XP boost so people who aren't interested in being on top of the ladder have a chance to get to 100.
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Posted byeXecut1on#3516on Jun 28, 2016, 2:22:00 AM
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Darkkrows wrote:
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Chris wrote:
We want to strike a good balance between rewarding progression and a race to 100 that isn't over in ten days each league.
Then you guys should implement Exp fatigue system. The faster the exp a player gain, the more exp penalty he will receive.(and you balance this system around the top players) They still can race within the fatigue system, exp bar still move just slower.
quite a number of MMO implement this trick to stop the no-lifer from leveling 1 character too quick & this system does not punish the more casual players who do not have 14-16hours a day to play the game but still wanted to go max level & have some progression.
This is the solution to the problem that barely exists.
Chris, this XP nerf thing is completely counter-productive. All it will do is put even more emphasis on speed-clearing maps and give even more bonuses to coordinated groups that just faceroll everything.
The problem isn't that a very minor group of players are leveling too fast, it's that the game allows them to. What Darkkrows suggests is a simple and very effective solution to the speed-leveling problem, and it won't affect the vast majority of regular players.
I urge you to re-think.
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Posted byCeri#6660on Jun 28, 2016, 2:34:21 AM
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Honestly XP fatigue system is probably not the best idea, maybe for permanent leagues but not temp leagues.
One thing you have to consider is community development, such as streamers who do make a living (whether you judge this life decision or not, it is the fact), we don't necessarily want them to be too negatively affected by the community. Instead, if you make Red Maps rewarding, cut the Canyon/Gorge/Lake vomit > We get to see streamers challenge themselves in higher level content, which is a great thing when you have fantastic players.
If you cut back on how freely people can play, they will leave POE, and that is a fact. Whether or not you think this is important for YOU, it without a doubt has a big impact on the community in terms of developing new builds, uses for different items, and so forth. Not worth the trade off there to lose that.
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Really want an official statement from GGG to what I asked, especially if it is availabe in some form of data.
One thing that I am not a fan of is the "we've found this" type of statements from game developers. I'd really like to see how, or what data they are using to make such conclusions. I don't want to get the same feeling I got from playing League of Legends, to have some company like Riot Games tell me "what they've found" and withhold such information. Transparency is nice.
/e Clarified and cleaned up post.
Fake Temp League Elitists LUL Last edited by _Saranghaeyo_#5448 on Jun 28, 2016, 2:42:33 AM
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Posted by_Saranghaeyo_#5448on Jun 28, 2016, 2:37:25 AM
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Honestly all you guys did was fuck over the majority of the playerbase like no matter what you do to the penalty to slow people down the top tier people in terms of high lvl who are always there will always get it at the same time while screwing the other majority.
Like whatever your plans are in the expansion it best be fixing it. It makes zero sense that yellow maps > red maps in experience right now it's really stupid. 7
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr Last edited by Coconutdoggy#1805 on Jun 28, 2016, 2:53:30 AM
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Posted byCoconutdoggy#1805on Jun 28, 2016, 2:51:32 AMOn Probation
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