PoE2: One death in map and its bricked.

"
MaxW81#9965 wrote:
I wonder if logout macros will reign supreme


I believe from memory it has been said you can still do it but it won’t port you to checkpoint but pause the game so you come back and it’s the same ‘shitstorm’ there waiting for you that caused the combat log
"
If there needs to be some map death penalty beyond losing one of your six portals, or having to run the whole map again from scratch, it should be a stacking map modifier which decreases quantity and/or rarity of items dropped on that map node, not completely bricking the map node.


Personally (assuming loot is generally better in PoE2 which we are being led to believe) would be up for 10% less rarity per portal when solo or per extra portal used when grouped. Much better than 1 death and bye bye.
And ofc the 10% death xp penalty is confirmed still in poe2 and I like that as well.
Last edited by Timbo Zero#8289 on Nov 27, 2024, 1:19:49 AM
"
Pashid#4643 wrote:
Nah
It's a good system to reward skill and well optimized characters/gameplay rather than handing out instant gratification to 6 portal zhp glass cannon corpse runners.

This system would fit really well into PoE1 as well tbh.


You can't reward by punishing. Especially while rewarding group play, which already was overly-rewarded in PoE (therefore why mageblood-printing guilds exist).

Fully removing gratification from game makes the game not, well, a game. There are historical examples of online games which failed like this as for 99% player base spending a hour of play - maximum they sometimes can afford - and getting zilch from it. People get addicted because of gratification, otherwise they just move on.

It punishes for any inherent inability or problem player can have, e.g. bad sight or network latency problem, especially with active fense skills). Note that some PoE regions may have permanent latency 300-400 ms for occupants of _that_ region, or random disconnects and lags exist. Disconnect always was treated same as death for knwn reason - exit-to-desktop "dodge".

This alone feature would stop me or anyone I know from playing PoE2. I expirience dozens disconnects per day with no ISP faults - it's provider of game service doesn't maintain access well or some maintanace constantly happens in "big Internet", often instance crashes at weekenend which makes it impossible to play. GGG's appraoch to always have very bad visbility or all lethal effects and quite a few related bugs with transparency and stuff, e.g. invisible memory game in Maven's encounter, general "dimmness" of all effects in PoE1 which, judging by gameplay videos, was inherited by PoE2. With outdated suggestion to change settings of display and driver, which no longer work if you have newer stuff - things are better calibrated for precise representation, you can't override the game's output by much most of the time, not even on all PCs - say thanks to anyone who was cheating in CS and CoD around darkness using driver settings or modified drivers.

Lost point is leveling exp. With death penalty and 5way runs monopolized in most regions and non-exisiting in some of them levelling issues aready created unhealy ecomy around carry services. WHich in some places are RMT-only, or at least there are large communities specalizing on carry through whole game. To have this revive-and-go feature (copied from Diable?) or you lost the map and potential exp and loot gain along with death penalty? it creates perfect feeding base for them. Note, there always are and will be people who would pay real money for that, that's human society you're dealing with :P

Add this "reward" in the mix? I would have zero results at all. No point to try to play. Don't know anyone of my friends who play PoE1 and would play this- everyone of them full time 8/12-hour-per-day working people who actually _spent_ some money on game, we wouldn't waste time on that. We have enough stress in life to farm stress in game as well. And even if you think you're never get stressed - you're wrong. Actually that's first sign that you potentially can reach unhealthy high levels of stress.



Last edited by EllAnteres#7194 on Nov 27, 2024, 1:58:03 AM
"
"


Its basically heist rules for mapping.

.


Not quite. There are ways to return and pick stuff you dropped in heist. I hope you didn't mean we also must drop things on death.

Heist is that way because it's extremely easy with high value, close-to-guaranteed reward. Hardest heist run are on level of act 9 complexity or earlier maps, juiced grand-heist are akin to mid-tier maps.
"
You can't reward by punishing.


Isn’t something far more rewarding and meaningful when it’s challenging? Achievements carry greater weight when they require focus, learning from past mistakes, and persevering through failure with the determination to improve. Without the experience of failure, success loses its significance. Similarly, without consequences or setbacks, there’s no opportunity to build resilience or strengthen one’s will to succeed.
"
"
"


Its basically heist rules for mapping.

.


Not quite. There are ways to return and pick stuff you dropped in heist. I hope you didn't mean we also must drop things on death.

Heist is that way because it's extremely easy with high value, close-to-guaranteed reward. Hardest heist run are on level of act 9 complexity or earlier maps, juiced grand-heist are akin to mid-tier maps.


Blueprints

You can fully come out(rouges harbor)and in(your current blueprint) infinite times actually to store what you got even before tripping the safes.

Alarm and die though you cannot go back.

In terms of difficulty only the boss for POE2 will have that part mapping is still mapping. So they are pretty equivalent in difficulty.

Mash the clean
"
Zoddo#3014 wrote:
"
You can't reward by punishing.


Isn’t something far more rewarding and meaningful when it’s challenging? Achievements carry greater weight when they require focus, learning from past mistakes, and persevering through failure with the determination to improve. Without the experience of failure, success loses its significance. Similarly, without consequences or setbacks, there’s no opportunity to build resilience or strengthen one’s will to succeed.


"
Zoddo#3014 wrote:
"
You can't reward by punishing.


Isn’t something far more rewarding and meaningful when it’s challenging? Achievements carry greater weight when they require focus, learning from past mistakes, and persevering through failure with the determination to improve.


I concur that that fits only very certain psyche. WHich isn't common, often called "achiever", sometimes jokingly claled 2%-percenter - some veery old and overly optimistic estimate on percentage of people to gain wealth and success.
That psyche isn't every gamer-like, people like that tend to move on to achieve something in real life rather doing that in game. Therefore my estimate of people I know personally that they would try this and then quit.

There are also some people thatget hormonal addiction on stress. One of form are workaholics but there are some gamers too, especially in PoE. But they usually are addicted to one particular aspect or form and such addiction isn't a good thing. ALl it matters how brain is wired and not much, save some artifical chemistry, can change that.

Learning from past mistakes also requires ability to repeat these mistakes and that requires a minimum time between attempts if fight involves mechanical reaction from player, not relying on character's gear or defenses. That's how muscle memorywork. ALso, there is limited _stack_ of these short-term memories for most humans.Just compare - many people fail Maven's memory game and that's not even a hardest test on short term memry. It's made harder by barey visible (in some circumstances) visual effects and some bugs, but people still fail.

Don't make mistake - in past I farmed _hard_ stuff. Like 40men raids in old WoW, or timed runs of Heroic raids later. But we were able to repeat try every 5-7 minutes, we had extensive logging tools (including mods to log what a _player_ had done incorrectly - and sometimes was it's a millisecond worth mistake because someone forgot something) and it took _dozens_ of times to perfect some of the stuff. Switch one person out of team and you have to go to training again. I know how stressful it is, how people were burning out, even a suicide happened in raid guild, which prompted Blizzard to investigate.

That's wat I would like to see in PoE2 f it goes WoW way - and it seems goes to become a weird mix of Dark Souls and WoW - presence of adjustable UI - maybe in FF way, not with mods - and analitic tools with some form of drilling. Put a cooldown on boss - if you had done it, you have to wait until cooldown runs out. That also solves some economy issues. Or how it is in WoW again, you can run it again, tohelp others,but you won't get boss loot drop.

We also did constant beta-testing of bosses on test server. Quite often a new tactic-based boss is either buggy or absolutely impossible to survive with gear it is intended to. On test server we could get_any_ gear, run encounter, lrecord log, sumbmit it to Blizzard if there were problems an sometimes fixes were appearing in matter of a day. Or, next tuesday, with server maintenance. I don't see GGG doing that. They can't fix a boss bug that exist in ame since 2017 it was reported in which completely bricks it and usually ends with death of character,

Purpose of games is to obtain either adrenaline or dophamine buffs. Well, same as with gamble (note, that's reason why gambling or promoting gambling is thoroughly banned in NZ and that ban now is extended to Internet and even streaming) or with other non-PG activities. Now there is some required balance btween stress - which reduces dophamine level greatly - and graification which peaks it. Make that distance too high for the person -and these ranges can go anywhere: one guy can go for 6 month without any result, other would be out of steam after 20 minutes.
Last edited by EllAnteres#7194 on Nov 27, 2024, 3:04:46 AM
"


In terms of difficulty only the boss for POE2 will have that part mapping is still mapping. So they are pretty equivalent in difficulty.



Yeah, blueprints,though in BP it's all or nothing with achance of 200-1000 div worth reward per a wing. Are Map bosses in PoE2 THAT rich? Is there an alternative form of eleveling or just playing? In PoE2 we have: delve - low exp loss and medium exp gain with medium reward or some exclusives, heist - low exp loss and huge reward, breach - not really replacement, but a side dish - normal exp loss, high exp gain, 5 way - _insane_, disproportionally large exp gain so it became a service industry, with some good rewards for one who get loot. We used to have prophecy and high level of involvement in act maps but GGG axed that to make maps the main focus.
Last edited by EllAnteres#7194 on Nov 27, 2024, 3:27:03 AM
"

I concur that that fits only very certain psyche. WHich isn't common, often called "achiever", sometimes jokingly claled 2%-percenter - some veery old and overly optimistic estimate on percentage of people to gain wealth and success.
That psyche isn't every gamer-like, people like that tend to move on to achieve something in real life rather doing that in game. Therefore my estimate of people I know personally that they would try this and then quit.

There are also some people thatget hormonal addiction on stress. One of form are workaholics but there are some gamers too, especially in PoE. But they usually are addicted to one particular aspect or form and such addiction isn't a good thing. ALl it matters how brain is wired and not much, save some artifical chemistry, can change that.

Learning from past mistakes also requires ability to repeat these mistakes and that requires a minimum time between attempts if fight involves mechanical reaction from player, not relying on character's gear or defenses. That's how muscle memorywork. ALso, there is limited _stack_ of these short-term memories for most humans.Just compare - many people fail Maven's memory game and that's not even a hardest test on short term memry. It's made harder by barey visible (in some circumstances) visual effects and some bugs, but people still fail.

Don't make mistake - in past I farmed _hard_ stuff. Like 40men raids in old WoW, or timed runs of Heroic raids later. But we were able to repeat try every 5-7 minutes, we had extensive logging tools (including mods to log what a _player_ had done incorrectly - and sometimes was it's a millisecond worth mistake because someone forgot something) and it took _dozens_ of times to perfect some of the stuff. Switch one person out of team and you have to go to training again. I know how stressful it is, how people were burning out, even a suicide happened in raid guild, which prompted Blizzard to investigate.

That's wat I would like to see in PoE2 f it goes WoW way - and it seems goes to become a weird mix of Dark Souls and WoW - presence of adjustable UI - maybe in FF way, not with mods - and analitic tools with some form of drilling. Put a cooldown on boss - if you had done it, you have to wait until cooldown runs out. That also solves some economy issues. Or how it is in WoW again, you can run it again, tohelp others,but you won't get boss loot drop.

We also did constant beta-testing of bosses on test server. Quite often a new tactic-based boss is either buggy or absolutely impossible to survive with gear it is intended to. On test server we could get_any_ gear, run encounter, lrecord log, sumbmit it to Blizzard if there were problems an sometimes fixes were appearing in matter of a day. Or, next tuesday, with server maintenance. I don't see GGG doing that. They can't fix a boss bug that exist in ame since 2017 it was reported in which completely bricks it and usually ends with death of character,

Purpose of games is to obtain either adrenaline or dophamine buffs. Well, same as with gamble (note, that's reason why gambling or promoting gambling is thoroughly banned in NZ and that ban now is extended to Internet and even streaming) or with other non-PG activities. Now there is some required balance btween stress - which reduces dophamine level greatly - and graification which peaks it. Make that distance too high for the person -and these ranges can go anywhere: one guy can go for 6 month without any result, other would be out of steam after 20 minutes.


I see where you’re coming from, but I’d argue that having "one try" maps in Path of Exile 2 could actually be a good thing. Yes, it’s not for everyone, but that’s kind of the point. Games that try to cater to absolutely everyone often end up feeling watered down, and PoE has always stood out because of its complexity and willingness to challenge its players.

The thrill of knowing you only have one shot at a map adds a sense of urgency and makes success feel so much more rewarding. When you pull it off, it’s a real achievement, and even if you fail, it gives you something to learn from. It’s not just about grinding through mistakes, it’s about preparing, thinking ahead, and playing smart.

You mentioned stress and memory limits, and I get that. But these mechanics encourage players to plan and adapt rather than brute forcing solutions through endless retries. It’s a different mindset, but one that rewards effort and growth in a way that’s really satisfying.

At the end of the day, not everyone is going to enjoy having one life in a map, and that’s fine. PoE doesn’t need to be for everyone. If we try to make it appeal to every type of gamer, it risks losing what makes it special. By sticking to its roots and embracing bold mechanics like this, PoE can continue to be the challenging, rewarding experience that its core audience loves and that more new people will consciously or subconsciously appreciate than those who don't.
"

You can't reward by punishing. Especially while rewarding group play, which already was overly-rewarded in PoE (therefore why mageblood-printing guilds exist).

There's not such thing as punishment even if you lose some exp.
If you die you as a player fucked something up and shouldn't be rewarded with first aid bandages to make your life as simple and easy as possible. Being able to 6 portal corpse run boss fights or maps is already rewarding enough tbh.
PoE1 is already generous with the death penalty and so is PoE2 with it's own system cause years ago games used to just lock you out of a certain map/dungeon for a couple of days upon a wipe.



"
Fully removing gratification from game makes the game not, well, a game.

And you get gratification in the way of just either playing good or having a good character so that you don't have to deal with the really small on death penelty.

"
It punishes for any inherent inability or problem player can have, e.g. bad sight or network latency problem, especially with active fense skills). Note that some PoE regions may have permanent latency 300-400 ms for occupants of _that_ region, or random disconnects and lags exist. Disconnect always was treated same as death for knwn reason - exit-to-desktop "dodge".

Well that's unfortunate for whoever has to deal with that, however there are plenty of ways to counteract against that since paying for a decent internet provider or a vpn for better connections are both more than feasible these days. Kinda just a dirt excuse to blame ping while you also go cheap on your overall approach to play games whether it is hardware or connection related.


"
This alone feature would stop me or anyone I know from playing PoE2. I expirience dozens disconnects per day with no ISP faults - it's provider of game service doesn't maintain access well or some maintanace constantly happens in "big Internet"

Sounds like you should start to trouble shoot issues on your side if you experience dc's on a regular base.

"
Lost point is leveling exp. With death penalty and 5way runs monopolized in most regions and non-exisiting in some of them levelling issues aready created unhealy ecomy around carry services. WHich in some places are RMT-only, or at least there are large communities specalizing on carry through whole game.

5 ways ain't even a problem here to begin with as you could level up to 100 just via maps in just a couple of days. Sure granted you don't play bad and rock around on a bad optimized character but that just a player issue at this rate.
But that's the gratification of playing a good character that you don't need 5ways to reach 100 while the "lazy" folks can pay the price to get to that point.
"

Add this "reward" in the mix? I would have zero results at all. No point to try to play. Don't know anyone of my friends who play PoE1 and would play this- everyone of them full time 8/12-hour-per-day working people who actually _spent_ some money on game, we wouldn't waste time on that. We have enough stress in life to farm stress in game as well. And even if you think you're never get stressed - you're wrong. Actually that's first sign that you potentially can reach unhealthy high levels of stress.


You'd be surprised but most players here work very likely in a full time job as they do have to make a living out of something like you and everyone else, and they still get their stuff done even with the so bad and evil death penalty.

In the end again just a player issue and not really a problem created by the game cause it puts tiny rocks into your way, rocks that you could easily avoid in many ways but I guess asking for full instant gratification is always easier than looking at the issues you create on your own side.
Flames and madness. I'm so glad I didn't miss the fun.

Report Forum Post

Report Account:

Report Type

Additional Info