Please Remove 10% Exp Loss on Death

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sofocle10000 wrote:
Getting level 100 is such a hollow "achievement" in the current conditions, than it could actually become...


I agree here. Getting 100 is more or less a test of patience over anything else. But I think it would be even more "hollow" if they removed the penalty. Anyhow, 'level 100' isn't the reason why I think there must be some kind of penalty.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
"
Phrazz wrote:


Now, when that's out of the way: I still love the Diablo 2 way. You lose XP, but you also get a chance to retrieve some of it, by facing what killed you. If I remember correctly, you also had to retrieve your gear, but that's beside the point. This gives you a chance to make the loss smaller by taking a risk, trying again. I like that. I really don't think we have to make it more difficult than that.




Just want to point out that the D2 way wouldn't really work for POE. Endgame leveling in D2 usually meant Baalruns in 8 people parties, if you died you could ask friends/your party to help you retrieve your corpse. Facing a swarm of conv souls that killed you in full gear unequipped was like asking to increase the xp loss, not lessen it. Given that party play isn't really part of POE the approach would need to be changed quite a bit. Maybe so that you don't have to pick up your corpse to get your gear back, just for the xp but that would kind of invalidate the penalty all together from my experience as I've rarely ever died repeatedly to the same cause.
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Baharoth15 wrote:
Just want to point out that the D2 way wouldn't really work for POE. Endgame leveling in D2 usually meant Baalruns in 8 people parties, if you died you could ask friends/your party to help you retrieve your corpse. Facing a swarm of conv souls that killed you in full gear unequipped was like asking to increase the xp loss, not lessen it. Given that party play isn't really part of POE the approach would need to be changed quite a bit. Maybe so that you don't have to pick up your corpse to get your gear back, just for the xp but that would kind of invalidate the penalty all together from my experience as I've rarely ever died repeatedly to the same cause.


I wasn't really suggesting that the loss/retrieving of gear should be implemented, but rather just the chance of retrieving (SOME OF) your XP. The monster that killed you/landed the killing blow, could simply be marked with an aura. Killing said monster, could give you 5% XP.

The reason I like this option, is that it encourages you to 'try again' or 'facing your fears', so to speak. In 8/10 cases, you're right - what killed you is most likely to not kill you again, as you're more prepared - and you've maybe killed half of the pack already, that's why you can't/shouldn't be able to retrieve all of your XP. But in other cases, mainly bosses, the encouragement to 'try again' is nice.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
Last edited by Phrazz#3529 on Aug 31, 2020, 4:14:04 AM
Technically that would work I guess but it pretty much equals a flat nerf to the penalty to 5% in most situations. Endgame bosses aside it would be such a trivia to get the 5% back that it would hardly even matter. Even finishing the entire map without dying again would be trivia. Assuming a decent build, how often do you actually die twice during one map? And it wouldn't change the fact that people won't attempt dangerous endgame bosses if they have xp to lose because here the likelihood of just using even more xp is fairly big. So yeah the idea is nice in theory, but in practice I don't see it have much meaning.

As for the hollow achievement argument @Sofocle10000 brought up, that's certainly right but just removing the penalty isn't a solution for that. It's not even an attempt at a solution. If anything GGG should tweak XP gains to make dangerous content actually worth the risk and nerf the cheats like Pure Breachstones/Beachheads in terms of XP so that going for 100 becomes actually challenging. Then again, actually measuring how dangerous content is would be tricky because the most dangerous things aren't based on just 1 factor, it's usually different monstertypes AND map mods/rare monster auras coming together that create the threats. Very hard to measure.
Last edited by Baharoth15#0429 on Aug 31, 2020, 4:22:21 AM
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Baharoth15 wrote:
Spoiler
Technically that would work I guess but it pretty much equals a flat nerf to the penalty to 5% in most situations. Endgame bosses aside it would be such a trivia to get the 5% back that it would hardly even matter. Even finishing the entire map without dying again would be trivia. Assuming a decent build, how often do you actually die twice during one map? And it wouldn't change the fact that people won't attempt dangerous endgame bosses if they have xp to lose because here the likelihood of just using even more xp is fairly big. So yeah the idea is nice in theory, but in practice I don't see it have much meaning.

As for the hollow achievement argument @Sofocle10000 brought up, that's certainly right but just removing the penalty isn't a solution for that. It's not even an attempt at a solution. If anything GGG should tweak XP gains to make dangerous content actually worth the risk and nerf the cheats like Pure Breachstones/Beachheads in terms of XP so that going for 100 becomes actually challenging. Then again, actually measuring how dangerous content is would be tricky because the most dangerous things aren't based on just 1 factor, it's usually different monstertypes AND map mods/rare monster auras coming together that create the threats. Very hard to measure.


Oh, there are a few ways you can address these aspects, one such scenario can be:

Step 1) Make the content provide the entirety of the EXP on the bar with a "cool" golden effect (or the current simple movement of the bar will do as a less impactful visual) UPON SUCCESSFUL COMPLETION aka 0 deaths/number of attempts, while granting said slice on the bar when you disengage with the content (upon leaving a map via portal and not dying, upon reaching the save point in Delve, Labyrinth etc.

That way, successive death will still stop you in your tracks => lack of progress, and will further prevent "zerging".

Bonus points if TencentGGG "grows some" and implement that from level 1 to 100.

Step 2) Make the content provide a proper EXP ratio from a danger/reward perspective - so easy content can be run to further increase the length of the "grind to 100", but actually running end game encounters on the spot should also feel more rewarding EXP wise (you manage to b!tchsl@p the hardest enemies the game can throw at you, and you sadly get an abysmally small EXP gain)

Step 3) Make various mods for the content account to the total "profitability" EXP and loot wise, so better loot and EXP should be rewarded to those players that well balance survivability and offensive capabilities

Bonus points if we could get to scale the number of attempts to fewer, yet more meaningful portals...

Step 4) Stop forcing "meta" FOTM items/mechanics/skills and/or interactions, and choose to balance the playstyles instead, with 0 tolerance for broken content (power creep and game content alike) and a sane level of diversity so quirky ideas and builds would still surprise everyone

Step 5) Profit from actually allowing people to enjoy the same death penalty ALL THE TIME without ever feeling you get cheated from a "gain", but instead you will be "gated" by your character's capabilities, if it's ready for the content you walk away more satisfied with more EXP gained, if not, you can at least attempt to learn your limits via true "trial and error", and always think about what you can improve a lot more than "it's gonna take so long until I can face said content again"...
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 31, 2020, 6:22:35 AM
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sofocle10000 wrote:

Oh, there are a few ways you can address these aspects, one such scenario can be:

Step 1) Make the content provide the entirety of the EXP on the bar with a "cool" golden effect (or the current simple movement of the bar will do as a less impactful visual) UPON SUCCESSFUL COMPLETION aka 0 deaths/number of attempts, while granting said slice on the bar when you disengage with the content (upon leaving a map via portal and not dying, upon reaching the save point in Delve, Labyrinth etc.

That way, successive death will still stop you in your tracks => lack of progress, and will further prevent "zerging".

Bonus points if TencentGGG "grows some" and implement that from level 1 to 100.

Step 2) Make the content provide a proper EXP ratio from a danger/reward perspective - so easy content can be run to further increase the length of the "grind to 100", but actually running end game encounters on the spot should also feel more rewarding EXP wise (you manage to b!tchsl@p the hardest enemies the game can throw at you, and you sadly get an abysmally small EXP gain)

Step 3) Make various mods for the content account to the total "profitability" EXP and loot wise, so better loot and EXP should be rewarded to those players that well balance survivability and offensive capabilities

Bonus points if we could get to scale the number of attempts to fewer, yet more meaningful portals...

Step 4) Stop forcing "meta" FOTM items/mechanics/skills and/or interactions, and choose to balance the playstyles instead, with 0 tolerance for broken content (power creep and game content alike) and a sane level of diversity so quirky ideas and builds would still surprise everyone

Step 5) Profit from actually allowing people to enjoy the same death penalty ALL THE TIME without ever feeling you get cheated from a "gain", but instead you will be "gated" by your character's capabilities, if it's ready for the content you walk away more satisfied with more EXP gained, if not, you can at least attempt to learn your limits via true "trial and error", and always think about what you can improve a lot more than "it's gonna take so long until I can face said content again"...


I like all your ideas. Man number 2, just imagine if every Sirus give you 20% of an exp bar...

The last two pages have some very good points. Almost everything I think about the exp loss system and why it's bad for the game was explained.
"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
"
frostzor27 wrote:
Spoiler
"
sofocle10000 wrote:

Oh, there are a few ways you can address these aspects, one such scenario can be:

Step 1) Make the content provide the entirety of the EXP on the bar with a "cool" golden effect (or the current simple movement of the bar will do as a less impactful visual) UPON SUCCESSFUL COMPLETION aka 0 deaths/number of attempts, while granting said slice on the bar when you disengage with the content (upon leaving a map via portal and not dying, upon reaching the save point in Delve, Labyrinth etc.

That way, successive death will still stop you in your tracks => lack of progress, and will further prevent "zerging".

Bonus points if TencentGGG "grows some" and implement that from level 1 to 100.

Step 2) Make the content provide a proper EXP ratio from a danger/reward perspective - so easy content can be run to further increase the length of the "grind to 100", but actually running end game encounters on the spot should also feel more rewarding EXP wise (you manage to b!tchsl@p the hardest enemies the game can throw at you, and you sadly get an abysmally small EXP gain)

Step 3) Make various mods for the content account to the total "profitability" EXP and loot wise, so better loot and EXP should be rewarded to those players that well balance survivability and offensive capabilities

Bonus points if we could get to scale the number of attempts to fewer, yet more meaningful portals...

Step 4) Stop forcing "meta" FOTM items/mechanics/skills and/or interactions, and choose to balance the playstyles instead, with 0 tolerance for broken content (power creep and game content alike) and a sane level of diversity so quirky ideas and builds would still surprise everyone

Step 5) Profit from actually allowing people to enjoy the same death penalty ALL THE TIME without ever feeling you get cheated from a "gain", but instead you will be "gated" by your character's capabilities, if it's ready for the content you walk away more satisfied with more EXP gained, if not, you can at least attempt to learn your limits via true "trial and error", and always think about what you can improve a lot more than "it's gonna take so long until I can face said content again"...


I like all your ideas. Man number 2, just imagine if every Sirus give you 20% of an exp bar...

The last two pages have some very good points. Almost everything I think about the exp loss system and why it's bad for the game was explained.


You think too generously about those 20% for Sirus, especially at later levels, but sure, if the difficulty is there, I don't see why not let Aw 8 Sirus/Uber Atziri/Elder provide at least Simulacrum level EXP - so about 2% at level 99...

But that would need a "small" adjustment regarding all the "cool cheesing potential". We talk about real end game difficulty being rewarding both EXP and loot wise "as intended" since the dawn of the ARPG genre...
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...
"
Baharoth15 wrote:
when all the stars allign and want to see you dead there isn't much you can do about it.


So we DO have random deaths in PoE. And still people say we need exp loss instead of another better system?

Sir, I rest my case.
"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
I wouldn't call it random deaths, but yes sometimes you get unlucky with map/rare mod interactions and die. Happens once in a blue moon but it happens. And yes we do need a death penalty, however, if you have a good suggestions for a better mechanic, lets hear it.
I've posted my suggestion already (though it isn't really my idea, someone else deserves that credit) and it's the only decent one i've ever seen in this forum which speaks volumes given the fact that this topic alone has 37 pages.
Last edited by Baharoth15#0429 on Sep 12, 2020, 5:26:02 PM
20% Death penalty for pres.

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