Please Remove 10% Exp Loss on Death
" There is actually no need to change how portals work IF TenentGGG implemented the mythical "asynchronous trading" feature... As I said before, personally, I would still want to see them move the death EXP penalty more towards the content ran, as that should also come with a proper balance of difficulty regarding the end game encounters. Even more so because we know they are capable of such a feature, as Simulacrum perfectly showed they can offer GREAT EXP WHILE LINKING IT TO GREAT DIFFICULTY... Please have your hopes toned down regarding "devs spending time on more important issues", as we all know their implementation of MANDATORY GFX like "always on" shadows or bloom, are such a "boom" to technical optimizations, and let's not even start other avenues like trading or the forbidden "melee" topic... Last time they went "bonkers" about PS4/XBOX, heck even the PoE mobile, versions with that "spent time"... "Important issues", right? /s PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"... Good to know "free speech" doesn't apply in any form or manner on the forums these days... Last edited by sofocle10000#6408 on Aug 25, 2020, 9:12:07 AM
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" Lol yeah I wouldnt hold my breath on that one... xD When did they start talking about this feature? Shortly after lab was introduced or something like that? Basically years ago and we never got an update, so I guess its not happening. " Sounds good. I´ll admit that and also challenge it at the same time. How do you measure difficulty? Just the maptier or some other arbitrary number? "Warning: This content is difficulty 9000 - brace yourselves" <- like that? Or do you imagine a more complex system, taking your build into account versus the content you are facing? Which would be great and maybe even doable - question is how long would it take to make it work and is really worth the time & effort? |
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" Id be down for that. Only one portal for each player, no matter what. You die, you lose everything in that map. Thats fine by me. That said: I guarantee you a whole bunch of players would hate it for whatever reason and create the same sort of threads we have right now. You might be happy then but plenty players wont. All you achieve is turning the table. Now you dont get to complain anymore, but you´ll take flak for defending a feature you like instead just like I do right now. So what did you really achieve in the end and was it worth the time investment from a devs perspective, if all you achieved is a different way of complaining? Example: "I just died right at the portal to [whatever] and lost my only T16! This is BS, I want my map back, it wasnt my fault. Why cant we have more portals!11!" or "I just got fried by Sirus "Death laser" and lost the entire encounter! Now I have to farm [insert inflated number] maps to get another shot - thats so BS!" And so on " Im just another game dev and I had to handle stuff like this plenty times. So I do have a rough idea what amount of time it might take and what kind of BS you have to expect (like side effects), how long it takes to iron out teething issues and how mad gamers can get, if devs fail to deliver because they overlooked something and its just not working out. Been there, done that. Only relevant difference is: I dont know GGGs code nor engine which might already render your or my or anyone elses suggestions moot |
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" Heh, asynchronous trading was a promise long before the "Labyrinth" was even dreamt by TencentGGG. Ideally, TencentGGG would have scaled their content to level 100 already. The next best thing would be to have content scale as in Delve, while also granting more EXP for more difficulty. A more complex system that accounts for your characters weak and peak points would be a welcomed challenge, like at least you should be more rewarded for running low regen maps on RF char, or no leech on a heavily focused on leach char... Frankly, I don't see TencentGGG implementing that one until PoE 3 the earliest "because reasons"... Long time ago, PoE was "sold" on the premise of being the best sandbox hardcore ARPG, and it devolved from that to the current chimera, but it can always get back to it's roots and amaze us.. PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...
Good to know "free speech" doesn't apply in any form or manner on the forums these days... |
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If the death penality never existed, would anyone in this game ever open up a topic like:
"We need to loose exp when we die and here is why." or "Im tired of dying while the only thing i loose is the current encounter i had, I need to loose exp too" "Implementing a exp penality would make this game harder, something i rly need!" "harder daddy!" |
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" I guess you are referring to 1click screenclear playstyles? If so, pls ask yourself what else did you expect, given the way this game and GGG works. As long as GGG keeps adding higher maptiers or tougher bosses, they will also have to provide the tools to take this content on. These tools have to be good enough to fight a boss sporting a 100 million hp pool and thats not even an exaggeration anymore. Once you acquired this dmg output no regular content can challenge you anymore, because you´ll just delete it before it gets to act - the speed at which you will delete this sort of content only depends on your coverage and mobility at that point. Also keep in mind: While mapping you can mindlessly spam your flasks and you will benefit from various "killed recently" buffs which in total makes up about half of your dmg and defense. So you are fighting trash mobs with a 100k hp pool with all your buffs up all the time using a build that can take on a 100 million hp boss without having those buffs up all the time. Ofc its not challenging. Its a scaling issue and to be fair I have no idea how to solve that - without having to rebalance damn near everything in this game. |
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" No. If thats what I want and need to enjoy a game, Id look for a game offering this rather than demanding to change a game with an already established player base around the existing content/features. If I cant find what I need, I´ll try the closet thing there is and if I dont like it for whatever reason, I´ll quit and do something else. If I like it enough to make sacrifices and/or compromises I´ll do that. Why would I force my preferences on others and demand stuff? Which is exactly what you are doing. It doesnt matter to me how you justify it or what improvements you hope to get out of it. I take issue with this "I demand the world to change to my liking" attitude, while ignoring the fact that whatever you are liking is guaranteed to piss off many others and thus achieving nothing but making you happy at the expense of others. Whats stopping them then to demand the reversal of whatever has been changed and the whole circle starts over again. Whats the point? |
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" Look at the name of this forum you could ve saved some time because everytime i see someone making this "force your views upon others" argument i wonder how he thinks feedback and suggestions work |
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" Are we now playing semantics? I was talking about demands. Demands arent suggestions nor feedback - but demands. |
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" demands are just suggestions forced upon someone :^) |
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