Why dedicate my time if I can lose all my XP with a death penalty?
fels so good when you waste almost a day to lvl-up at 97 and then you lose everything because ON-Death-Effects ... that feel more like triggered traps ...
|
![]() |
" Sounds like they need to balance on death effects still. You made it to 97, great job dude, no sarcasm. Thats a lot higher than the majority of players make it with their builds. Even in Poe 1. |
![]() |
" Whatever GGG thinks/feels about it and why they designed is it not only meaningless, it has no bearing or weight on the topic. Regardless of why you design a product, what ultimately matters is how a consumer perceives it. You want something but it causes a different effect? You failed, objectively. No counterargument. You want to achieve what you failed at? Back to the drawing board. As such any argument in that direction simply means nothing because you argue for contradicting things. |
![]() |
" Lets take a minute and look at this. You clearly value the game being difficult and challenging. Well, I do to! I agree completely. I want a game to have a decent challenge to it. I don't like playing super easy games, they don't feel rewarding. So, we want a game to feel challenging and rewarding. Right? So, why wouldn't we make the game with some really hard bosses, or zones, that are required, before you're allowed to level up to 100? Do you remember all the Unique Maps from PoE 1? Why not implement something like that. That a player has to beat in order to level up? Why does it have to be XP loss on death? To me, XP loss on death seems like a great way for GGG to avoid having to put some thought or effort behind the game. Why not ask for them to make better challenges in the game? That's what I'm asking for. Get rid of the cheap mechanics, and do some tough work and improve the game. Last edited by Akedomo#3573 on Jan 6, 2025, 10:57:44 PM
|
![]() |
" You assume every consumer wants this out of the product, when there is no metric giving you that information. Also, the old adage,”the customer is always right” is a pretty dated axiom that isnt really relevant to society anymore. Companies regularly ignore parts of their customer base when they feel like the advice will do more harm to their product than good. They always have done this, but that’s an entirely different conversation. It’s ultimately up to GGG to decide if that’s the case or not. The customer simply provides feedback. It is possible to change a customers perception in more than one way and it doesn’t always have to be the way one particular subset of the customer base wanted. That goes for what you want AND what I want. |
![]() |
I'm amazed by how violent the antagonism is over even the slightest punishment for death or failure. This must be why so many games end up sanded down to nothing but round edges, unwilling to push or punish people.
I definitely feel like the game has some things right now that ought to be taken out or balanced for that kind of punishment to feel fair or fine, but I don't think the punishment of 10% xp and a map is itself inherently bad. I wonder what people's opinions would be with it if the new endgame were more fine tuned around it and more balanced than it currently is. I think when you run a game like this it becomes very difficult when you gather up large groups of people who have different opinions and want different things out of the game, hopefully ggg can manage them all (and serve all their interests) well in some way going forwards. | |
I've already posted too much today but I have to say I love the turn of phrase of "sanded down to nothing but round edges"
insert Fasbender perfection meme here. Agreed. I just can't imagine how 10% XP has so many people so hot and bothered, and I can't help but feel like the moment they don't have 10% xp loss they'll come gunning for the next thing that punishes them IN ANY WAY for being unwilling to game, adapt and overcome. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. |
![]() |
" it’s because you are not gated by anything. 100 is just an arbitrary number at this point in the game. You can try challenging content regardless of whether or not your xp bar goes up or down. YOU are the gate in this scenario. Your choice to pursue 100 at all costs, including the fun you have playing it, is the gate you are creating for yourself. The xp penalty is just something that happens when you die. I I don’t think you’re coming from a bad place, or having this discussion in bad faith. |
![]() |
" Wow... look without getting muted for being honest about how impossibly entitled you come across I have to say: you've picked the wrong game to play if you think they care more about pandering to customers for money than they do about making a cool game they want to play. If you want a company to pander to you and tell you you're good at the videogame by removing all the things that indicate you aren't then you might want Blizzard products. Highly recommended for that use case. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. |
![]() |
You have to understand. According to "The Vision" players must feel the weight of punishment of not treading carefully (while mobs directed all kinds of one shot attacks to you).
Last edited by Miztin#4124 on Jan 6, 2025, 11:37:40 PM
|
![]() |