Please Remove 10% Exp Loss on Death

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ArtCrusade wrote:
Yeah let's just remove all the prestige stuff from the game and let the veterans die out because F those! Let's just comfort new players who have no understanding of the game whatsoever and let them ramble on the forum.

To clarify: the sarcasm is validated by all the ignorance in this thread. Unbelievable for any vet player to read this.


It is only ignorant because it is different then what you are thinking. Ignorance begets ignorance.

What prestige? Unless I run into in game or go look up your profile (which I would never do), then I have no idea what you have done. You are nothing more then a digital ghost in the sea of players playing the game. The only prestige is in your head and nothing more. If it makes you feel good, then more power to you, but make no mistake about it, it is only you who knows it.

Not all players care about prestige and just want to play the game and not be forced into the min/max game style GGG seems to foster based on the veterans feedback. Maybe the veterans are the ones getting in the way of the game instead of GGG considering new ways to play their own game and get it to grow.

I have not said anything about the rest of of their game or design because I think they have done an awesome job. Exp loss on death is the ONLY complaint that I have because it is an out-dated-mechanic that does nothing more than frustrates players, waste their time and serves only GGG in slowing the player down.

No one to date has been able to justify why the exp loss on death fosters prestige? At the end of the day your experience/skill/builds and knowledge of the game will always mean you will get to 100 first, clear maps faster and excel at all content above others. That has absolutely nothing to do with the exp loss on death.

If you are referring to the possibility that I run into you in town and you are 100th level and I am not? Well then good for you, but at the end of the day I will not care and have forgotten who you are as soon as I leave the screen.

You are forgotten as soon as you are seen and that is just reality because I am playing the game for my enjoyment and definitely not for yours.
Last edited by Raxsyn#3615 on Nov 14, 2019, 7:01:51 PM
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Tyralion1488 wrote:
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Raxsyn wrote:
vocal minority


you are the vocal minority


That is your opinion
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Tyralion1488 wrote:
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Chadwixx wrote:
I die so much in the mine. My screen stops, the portal pops up, then i die. Total desync

I dont like the 10% at all.


You're supposed to be against a bad, non-optimized client, not a gameplay

but if you're a girl, your logic is understandable, even though it's not really logic.


Profile set to private. LOL
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Baharoth15 wrote:
The reason for those extra levels is to have something for the players to strive for, to give them a goal to work towards. If you are content with grinding endlessly just for grindings sake that's good for you but most people like to have something to work towards. And on that end POE provides a lot of goals to go after, level 100 is just one of them. Compared to D3, which is the definition of grinding for grindings sake, this is much better game design in my opinion.


I get it, and thanks for the clarification. I am not trying to change it all I was trying to point out is there is no clear definition as to when I am max level for end game content versus the extra levels to strive for.

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Baharoth15 wrote:
Honestly if you like the design of D3 more then go and play D3 and don't try to ruin POE for the people who like it the way it is and who don't want another D3 because D3 sucks ass as far as i am concerned. Not everyone is thinging the same way you do you know?


No I do not think D3 is better, I think PoE is far superior to D3. I was just trying to use it as an example as how they have a clear separation between the end game and the extended part of the game. It confuses new players and makes it frustrating thinking I have to reach 100 level when I don't and there is no indication of that.

I totally agree that not everyone is thinking like me, nor is everyone thinking like you.

I think that GG should have two game modes of "with exp loss on death"
and "no exp loss on death" and see which one gets played more. The results would speak volumes of what the player base actually wants.

Last edited by Raxsyn#3615 on Nov 14, 2019, 7:20:14 PM
I don't think I've ever played a game that didn't have some degree of an experience loss penalty upon death after reaching a certain level. It's like a fundamental part of a non-roguelike game. Something has to be lost, otherwise there's no point to avoiding death other than "aww man, now I gotta run all the way back" which is negated by casting portal on death via skillgems or popping a portal before confronting a boss that's likely to kick your booty. It's a signal that you're not ready for whatever encounter kicked your teeth in that badly; reconsider your equipment, maybe read the wiki on a boss if it's doing you in to see what it does and how to avoid it, and try again later.

At least you don't transform into a reverse loot piñata and drop your inventory and equipment upon death. There are plenty of games with that mechanic and they usually have an experience penalty on top of that and they tend to be more MMORPG-like so other people can just swoop in and grab your loot before you relocate your corpse and frankly just losing some experience is wonderful. 🙏

For the record, I die a lot. I've gone from ~75% of the way to the next level to 0% way more than once, I know that pain. Granted I'm also new and my highest so far is only lvl 89 but I still don't see how something as minor as an experience penalty is bad. Could be worse. Could lose everything you're carrying, everything you're wearing, and go down levels. Imagine the nightmare that'd be. It brings tears to my eyes.

Just my like, 1/3rd of a cent.
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Raxsyn wrote:
You should NEVER take away from a player something they have already earned and you should never waste the players time.

And another [Removed by me] you SHOULD never do something ....
*sigh*

Those are absolutely baseless silly claims, "waste the players time" is arguably just letting players play the game.
Many games are based on failure and learning ( PoE too, partly ) which is a design that makes the player just start over.
The player learns on the way and is having fun or putting effort to overcome an obstacle, which means that it isn't a waste of time, but I bet that to you it would be.


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Raxsyn wrote:
you are describing one type of game play when the way GGG has designed the over all passive tree/gems and classes there are tons of combinations but most are not being tried or used because the only way to get all the passive tree skill points and reach 100 is through min/maxing characters.

Another baseless, misinformed and disingenuous statement I see.

GGG has designed the game to be played at level 10 ad much as at level 50 as much as at level 90, but not much level 100, they never used level 100 as a benchline for ANYTHING, requirement for anything.
You're supposed to be able to beat the game on 90 points.
95 isn't even hard to achieve in softcore if you invest the time, and GGG has not designed the game to produce disabled character until level 100.



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Raxsyn wrote:
What prestige? Unless I run into in game or go look up your profile (which I would never do), then I have no idea what you have done. You are nothing more then a digital ghost in the sea of players playing the game. The only prestige is in your head and nothing more. If it makes you feel good, then more power to you, but make no mistake about it, it is only you who knows it.

Not all players care about prestige and just want to play the game and not be forced into the min/max game style GGG seems to foster based on the veterans feedback. Maybe the veterans are the ones getting in the way of the game instead of GGG considering new ways to play their own game and get it to grow.

Think of it a satisfaction then, self satisfaction.
People play games because something in there is satisfying.
Managing to get to level 100 is one of those things.
And you want to (partly) take that away by ridiculously dumbing it down.



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Raxsyn wrote:
[...]

So now, because you have nothing else to say, you just antagonize me with just ad-hominem stuff ?

Well, that speaks volume.


At this point you might genuinely not understand what I said, but given other things you've said in this thread, I think that you are just being disingenuous


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puppetine wrote:
For the record, I die a lot. I've gone from ~75% of the way to the next level to 0% way more than once, I know that pain. Granted I'm also new and my highest so far is only lvl 89 but I still don't see how something as minor as an experience penalty is bad. Could be worse. Could lose everything you're carrying, everything you're wearing, and go down levels. Imagine the nightmare that'd be. It brings tears to my eyes.

Players nowaday don't want to accept failure.

Very old games were often hard, you had to put some effort, to try to find out a way to beat them, it was challenging, and it was interesting.
I played with a friend of mine recently ... on his super Famicon, a bunch of old games. That was quite fun, it was quite .... a different gaming world than now though.
Sure, technology limited game design and challenging content was likely one of the main ways to make a game interesting I guess, but it still feels bad to think that many now just are entitled to not accept failure in a video game nowadays :(.

A game without difficulty that instantly gratify players is a hollow, superficial thing that I personally don't want to play.
Of course PoE isn't that kind of game, but has been getting slightly closer to it bit by bit over the years, and the penalty on death is definitely on thing that stands in the way of it for any player wanting to invest time into the game.
which is how it imho should be ( and how GGG wants it to be ).
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Nov 14, 2019, 9:08:32 PM
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Raxsyn wrote:
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girng wrote:
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Raxsyn wrote:


"Risk versus reward" - what a joke, it is a grinding RNG loot ARPG



The fear of dying is an essential mechanic that increases the core aRPG experience. This goes beyond just "RNG loot".


I can understand where you are coming from and would have to disagree. The entire point of the loss of exp on death is so GGG can slow you down. It has nothing to do with risk versus reward, that is just an illusion. The reason it is an illusion is because the game is so heavy in RNG that I could get 1000 exalted orbs drops in a leagues time with a terrible build and crap skill and someone with the best build and skill could get one exalted drop in a entire leagues time. Typically that does not happen, but it could. Point is that with so much RNG there is zero risk versus reward and its all about grinding as much content as fast as possible but in the end RNG decides your fate, not the skill/build or risk.

The only place that skill/build and risk versus reward truly matters is in HC mode. That is true balls-out playing and my hate is off to those players because that is true skill. Everything else outside of HC mode is a joke when it comes to skill/builds and risk versus reward.

There is zero fear of dying, it is nothing more than an annoyance that wastes players time. This mechanic is only essential to GGG so they can slow players down and nothing more.

The fear of dying is an essential mechanic that increases the core aRPG experience for HC mode and that is true and why it exists.


It's not an illusion though, I fear death when I play because I don't want to lose experience. My experience means a lot to me and my character progression.

"Path of Exile's engine is currently modern, lean and fast." - Chris Wilson, September 19th, 2019

"It looks like we broke something with 3.10.0. We don't know what it is yet." - Bex, March 16th, 2020
Last edited by girng#7675 on Nov 15, 2019, 2:47:41 AM
Yes remove the 10% No one likes this anyway. Put something else there if needed. Like losing 1% of chaos orbs in stash.
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AngryMu5hr00m wrote:
Without the xp loss players would have absolutely nothing to lose except for the portals they have left as far as maping goes. It incentivizes players to progress at a rate their character can handle rather then doing harder content "as long as they dont use all the portals"

The moment players stop trying to level (and a lot of players simply drop levelling at a level between 90 and 95), you completely lose that effect. That's one of the big issues with this penalty: it's not something consistent to push everyone to play better, it's a very arbitrary penalty that pushes to completely avoid huge parts of the game until it ceases applying, and only then do you get to enjoy the game.

This is just absurd. When you suggest a consistent penalty (a single portal), you guys complain about it. That is a way more consistent penalty, because it applies to everyone, and a lot less punishing than the 10% XP penalty when it does apply.
Honestly, you guys like the 10% penalty because it doesn't affect you as much as other players, but it allows you to claim to be more hardcore than them.


PS: Even the devs understand that closing the instance is a much more consistent penalty. Why do you think they are adding that penalty to many parts of the game (Labyrinth, Delve, some missions, and possibly other parts of the game that weren't out when I left the game)?
I agree that the penalty is inconsistent now, it should be 10% of xp loss at all level.


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Qiu_Qiu wrote:

PS: Even the devs understand that closing the instance is a much more consistent penalty. Why do you think they are adding that penalty to many parts of the game (Labyrinth, Delve, some missions, and possibly other parts of the game that weren't out when I left the game)?

I can see two reasons, two very big reasons :

- trade ( around which the game is centered/balanced )
- potential technical issues ( that do happen, not everybody has a perfect internet connection and it is out of control of most people )


If the game was not balanced around trade and logging out anytime ( which it clearly is at the moment ), then having one portal per person per instance could be a good penalty to have, might even be just on its own.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.

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