Number of deaths in maps as an adjustable difficulty / juicing mechanic

Just allow each of the death penalties to be toggleable and if you do you get stacking rewards based on what you take.
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BK2710#6123 wrote:
Just allow each of the death penalties to be toggleable and if you do you get stacking rewards based on what you take.

Yeah probably simpler :)

Here's another idea : how about each time you complete a map (deathless) you gain some tradable currency, that you can spend when you die in a map to get to use your next portal. You make it tradeable and let the economy decide how much it's worth.

The harder / higher tier map, the more you get and spend probably :)

Sorry but this isnt a very good sugestion. I think your missing the problem.

The tldr of your post is that we should have more portals as a base, but we can juice our maps but at the cost of losing portals. But this wouldnt fix the problem.

The problem is that people are playing higher tier/higher juiced maps then they csn handle and then they complain about dying. They alredy have the option to put in a easier waypoint and die less, but they dont. Because instead of getting better to match the game they want to cry until devs sink the game down to their level.

If they implemented your system then the same crybabies would just select 0 portals for more juice, die, then cry about some poor made excuse
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Nyon#6673 wrote:

Sorry but this isnt a very good sugestion. I think your missing the problem.

The tldr of your post is that we should have more portals as a base, but we can juice our maps but at the cost of losing portals. But this wouldnt fix the problem.

The problem is that people are playing higher tier/higher juiced maps then they csn handle and then they complain about dying. They alredy have the option to put in a easier waypoint and die less, but they dont. Because instead of getting better to match the game they want to cry until devs sink the game down to their level.

If they implemented your system then the same crybabies would just select 0 portals for more juice, die, then cry about some poor made excuse

Thank you for your feedback.
Maybe it could just adjust rewards based on deaths, like 0 deaths=full loot and exp, 1 death=little bit less loot and small exp penalty and so on. (they could be just debuffs you get)

So in the end you can try it as many times you can, but at some point your rewards are so low and you're banging your head to the wall, so you decide it's not worth it.

Should also make it less XP penalty doing lower tier maps (also way less/none XP loss on death), so players can at least feel they're crawling forward somehow.
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Maybe it could just adjust rewards based on deaths, like 0 deaths=full loot and exp, 1 death=little bit less loot and small exp penalty and so on. (they could be just debuffs you get)

So in the end you can try it as many times you can, but at some point your rewards are so low and you're banging your head to the wall, so you decide it's not worth it.

Should also make it less XP penalty doing lower tier maps (also way less/none XP loss on death), so players can at least feel they're crawling forward somehow.

Sure, that could also be an approach. But I think there is value in choosing the level of risk BEFORE and limiting the type of reward you get.

As for the xp loss, I don't know. I know it can be cheesed, and people buy carries, but I think reaching 100 should remain an achevement, requiring doing hard content (otherwise you gain very little xp) AND surviving it. But if more people want it removed that wouldn't bother me that much.
+1 great idea, I wrote a similar suggestion a few days ago.
That would be awesome both for people asking for a less harsh system and for daredevils that want to risk it all.
Also if magic find goes through the roof they can just cap it (high) and solve another issue a lot of people are complaining about.
Last edited by Macellomatik#7988 on Dec 24, 2024, 3:45:05 PM
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+1 great idea, I wrote a similar suggestion a few days ago.
That would be awesome both for people asking for a less harsh system and for daredevils that want to risk it all.
Also if magic find goes through the roof they can just cap it (high) and solve another issue a lot of people are complaining about.

Let's hope GGG listen :)
We already have a system which could cover this. The atlas passive tree.

Just give us 6 portals on maps and have atlas passives that reduce number of portals for extra magic find/extra bag or something.

Everyone wins, get gud players can still peacock and 6 portal andys can still play the game.

Why do we have to reinvent the wheel when we already have a great system from PoE1 that allows players to tailor their endgame experience?
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fouquet#0993 wrote:
We already have a system which could cover this. The atlas passive tree.

Just give us 6 portals on maps and have atlas passives that reduce number of portals for extra magic find/extra bag or something.

Everyone wins, get gud players can still peacock and 6 portal andys can still play the game.

Why do we have to reinvent the wheel when we already have a great system from PoE1 that allows players to tailor their endgame experience?

You know what? That's perfect! Hadn't given much thought to how to implement it technically. Through the atlas is pretty much the obvious solution.

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