Please Remove 10% Exp Loss on Death
" The main issue is things that can instant kill us even if our build is designed to survive, that were my grievous is. Some things in game shouldnt be in it, the damage it does is just a troll. |
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" Of this we completely agree. On topic: I think all agree that it needs to have a way to make death have a downside, a very good downside, to prevent people from simply playing reckless and reward skilled players. Some people (including me) just think losing exp is not the best way. "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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" While I agree with most of what you wrote, this paragraph is pure horror to me. "Avoid stuff" in my mind translates to "don't do cool stuff". Sure, if you want to level past 95, that's what you have to do, but that really sucks. It's in the rippy maps where each instance has several close calls that I have the most fun. And that's what matters most. And yes, partly it's so much fun because dying has a harsh penalty and you really, really try not to. I just think XP loss is a bad+lazy penalty, but we've been over that... /E: changed to I, it's my idea of fun after all, ymmv May your maps be bountiful, exile Last edited by SisterBlister#7589 on Aug 29, 2020, 1:47:52 AM
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I also think the 10% EXP loss is not up to date anymore.
Hope its gets removed in POE 2. |
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" Nope/ Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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" I guess you skipped my last paragraph in that post. We agree on the goal, just not on the means. Basically: If the penalty is too annoying, then it's not worth playing rippy stuff and risking it. Of course, it's a gradient and everyone has a different sweet spot of "punishing enough to make it exciting, not annoying enough to stop risking it". I just believe the 10% XP to be ineffective before level ~75 and too annoying from ~90 (plus gone at 100 or just after dinging a level), so it has a lousy range during which it feels right to me. Further up I suggested different penalties which would probably fulfill the role in a wider range of levels. May your maps be bountiful, exile
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" Most certainly not. Sleeping is much better for that, and healthier. A game is for filling time with fun (which for most includes some amount of challenge), wasting time is just its annoying side effect. Wasting time sitting around on a meadow is at least a way for your brain to wind down and do some background processing of things. In a game, that doesn't happen. So if a game is no fun, it is the worst possible way to waste your time. May your maps be bountiful, exile
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"An finally, it is an incentive to actually stop playing at that point. If you just lost the XP, you are annoyed and a few people even rage quit (for a while at least). But there are probably more people thinking "Damn. OK, time to get back into it and reclaim that XP". With the stop to future progression, people could easily end up at "My next few hours will anyway be wasted, so why bother?". This means that you feel punished for the next hours instead of for one super annoying instant. Definitely more than -1"
uh...if i have to refarm the 10% loss one way or the other...i dont care. only thing is: I dont have to fear for the rest of my xp bar while refarming it which takes a lot of frustration away. "Yes. That's the point of a game. To waste time. " the point is to have fun, not to get frustrated but hey its just a theory! a gaaaaaame theory.... |
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I mean c'mon, let us all be fair for a second.
To all players who have indeed cleared all content ingame (myself included), please specify how costly on average u invested in your character and gear. Seriously, denying stats and gear over skill is just ignorance. Same goes for "last 10 points will hardly make a difference on your build" type of argument. Of course it does... That is not to say that you can play this game blindfolded, sure you need to dodge and make right decisions but faceplanting endbosses or turning them into a pulp under 30 seconds has nothing to do with skill. Those are the builds that captivate followers, get videos online and present the game, explore mechanics, get OP sometimes. And that's fine by me. However, the game needs a smooth transition from introduction to endgame, for newcomers. Builds are a daunting challenge already, atlas, mining and craft as well. And since this game is not by all means a typical MMORPG, plus you soon realize you will be playing alone 99% of the time, players need to search&find info outside the game. That, on its own, can demotivate continuity. If you add obstacles like death penatly, you're punishing players that already made an effort to stay and accept this huge learning curve ingame, to become bored and simply google something else to play. Some maybe ok with this, but i advise strongly against it. You see, this game as for all others, will only continue if people play it. The more, the better. It needs to adapt and think on the long term, however older players like myself or more POE purists may think. |
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" I have achieved level 100 in SSF and level 90 in HC-SSF (in between seasons, on-going project), pushed many characters beyond 95+ etc. If you want to do all content in the game and not lose xp, play a good build and play it well. That's all. Pushed my level 100 character from start to finish in 3 weeks. While I am no average PoE player, knowing the XP lingers behind every corner means I have to take precautions if I don't want to lose progress. Removing that obstacle would remove much of the game's challenge and make it really really dull. In essence, many people - some experienced veterans, but mostly newer or more casual players - want it gone, but none provide a solid solution that would satisfy everyone. The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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