Please Remove 10% Exp Loss on Death
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You need a way to be punished by making a bad character? Yes Exp loss is the best way? No Why exp loss is bad? Well, if my game just crashes it's not my fault, so why take away 4h of my life? On the other hand if my character suck I must improve so I need to spend 4h to do it. Exp loss punishes you not only by your mistakes, but for other one's mistakes and that's not fair. Nothing will change as whiteknights think this system is good. "There's no thing like random one-shots in this game. You only die because you take 353,456,237 hits in 0.2 seconds."
"The best items in the game should not be crafted, they should be TRADED." - Cent, GGG |
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" What alternative would you suggest, then? Perhaps when you die one of your items gets deleted at random. THAT would be a fun solution. |
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I haven't heard a single reasonable alternative to XP-loss. Y'all complaining, none of you are delivering solutions.
Games tackle the obstacle of death in various ways. In Black Desert Online, death is even more severe than in PoE. Not only do you lose XP, but you also have a chance of destroying upgrades on your gear. Some games have durability on gear that will be lowered by dying. However, in those games you actually have to travel some distance to repair your gear. In PoE, this would be a joke. Especially since there's no "money" in that sense. It wouldn't be a punishment for the rich, only for the poor, if you used currency to repair your gear after dying. The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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" I'd first like everyone to agree that we need a better solution, not an absolutely perfect one. Because the goal's to make the game better, and looking for a non-existant perfection just serves to break down any discussion. I would think that, something like: 1) Acts 6-10 Penalty is 25-(clevel/4)% => The penalty is significantly higher, but the characters gain a lot of XP compared to their level. The player will better notice that he is dying to much and ceased levelling. In addition, those bosses could regain a part of their HP every time a player enters the instance (or rather the small boss area). 2) Maps Penalty is highest between XP gained in the last hour(s) and 50-(clevel/2). This makes the penalty possibly higher for players racing to 100, the penalty is higher before level 80, and lower afterwards, when the build isn't likely to get any additional corrections anymore. There is a single portal per map, which doesn't get closed when you enter or leave it, but rather is closed when the character dies. Leaving the map and coming back heals its bosses. " Isn't this already a hardcore mindset? Maybe part of the solution is a third, more casual, version of the leagues, without the ladders. Because the players complaining about the penalty aren't here for competition, they are here to have fun. PS: Just to clarify, a huge part of the problem is that, when dying during a session, you often have a lot less XP after the session than before it. Losing a few hours may be ok, but only if they come from a single session, not over a few days. PPS: " The reason we usually aren't delivering any solutions is that any suggestion is systematically shot down for not being perfect. |
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If you don't mind me replyig with a metaphor, I'd rather have an idea of where I'm going before I head off for a journey. :)
The players complaining about the loss in XP who'll lose 6 portals on a map need to be punished for trying to access content that isn't meant for them to see. You have to give players some sense of progression by setting them back a little when they face too difficult maps. It's the message: your character isn't ready yet. Think about how you're playing and what items you're using. Come back when you're stronger. For a seasoned player like me, deathless Uber Elders are daily business - even in SSF. Without a sense of risk, how valuable is progress at all? The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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Edit:
Rereading your post, I don't see what it has to do with what I say, what were you responding to? |
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" There's another thread where someone was complaining about just that, and he obviously was an inexperienced player. That's the "target audience" for this change anyway, I presume, since PoE veterans will die rarely. Often enough I have died due to lack of knowledge about a certain mechanics. Being allowed to try it multiple times and get better at it was important on my way to mastering the game. That's why I don't think closing access to a map for dying once is even close to solving the alleged problem. In truth, it sounds like even more of a punishment than losing some XP. The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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" Why though? Why take away players agency for no good reason? If I feel cocky and want to take the risk, then let me do it. Might be dumb, but its still my decision to make not the games decision. Plus you better believe players wont like your suggestion. Because if they arent allowed to clear the map, they´ll also miss out on xp and loot like maps etc. Again - if they want to take the risk, then let them do it but punish them, if they overestimate their builds limitations. Look, Im not against debating the death penalty. You just have to understand, that this is an unpopular mechanic and always will be - not matter which variation of punishment actually exists in the game. In conclusion there will always be a group of players wanting to get rid of or rework this penalty - regardless of the penalty. You wont be able to please everyone. I assume deep down everyone involved here understands that, which is why Im personally thinking to myself: If everybody knows there cant be a perfect system of punishment, then the only reason to debate the currently existing one is just because: "I dont like it. Therefore it should be replaced with something I like better." While knowing full well it will piss off others even more, but as long its not me, it works for me... I dont like this attitude at all. |
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" Yeah this is it exactly - by definition a punishment will be something that people don't like. There's exactly zero chance that any changed death system will result in the entire community saying "yep, that's perfectly fair. Exactly the fitting level of downside to dying." I have no idea what a perfect death penalty would be, the current one is fairly arbitrary but it works well enough, so just leave it be. |
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I guess this shows why nobody is making any suggestion: whatever you suggest you'll get shit on for trying to reconcile the different points of view.
And this is also why GGG will never do anything about it. |
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