Why dedicate my time if I can lose all my XP with a death penalty?
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" You as in,”the person playing”, It refers to me, as much as them, and you. Don’t make this personal. I’ve been nothing but civil, and what I said is fair . I hold no ill will towards the person I was responding to, or anyone else in this forum. Can we try to keep this on topic instead of trying to constantly twist any words people use to make this about being politically correct. I assure you, I’m talking solely about the game and how we interact with it. Fair? I disagree with them that’s all. |
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" Here's the thing. You're totally right about choosing not to engage with the mechanic or not. It's totally your choice. What people are trying to tell you though. Is that the mechanic, is not having the intended effect on the majority of players. A small percentage of the playerbase, 10-15%, Value the mechanic. Have no problem with it, or might even enjoy it. And engage with it. The other 85-90%. Do not. When they encounter the mechanic. They make the choice not to engage with it, by quitting the game. Or completely avoiding end-game content. Or they'll actively avoid more difficult content, because dying is too punishing. For me. It's just a frustrating mechanic. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Think of it this way. You're playing Skyrim, or Baldur's gate 3, or maybe Darksouls or Elden Ring. You load into the game, and you're playing for 5 hours. Then your game crashes randomly. And you realize, you never saved, not once throughout that 5 hour play session. How do you feel after this? I don't think you're arguing in bad faith either. I realize the issue is one of communication. That's why I've been trying to help a few people understand a bit better. Not everyone is taught, or taught well. Last edited by Akedomo#3573 on Jan 6, 2025, 11:59:52 PM
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I think they should have a kill-streak mechanic or something where you get incremental increases to quant or rarity or something you could maybe even choose from that increases over the time that you don't die. I've gotten to 100 in POE1 and I expect to at least with some of my characters here, but I do think the death penalty is just kind of boring and archaic. Never been a deal breaker, just dull.
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" Okay maybe I need to make it clear that I understand the take that it’s not having the intended effect. It didn’t fall on deaf ears, I get it. This thread is pretty long, so maybe you’ve missed some of the remarks I made about finding better incentives, or seeing how much the penalty frustrates you when you aren’t dying to things you feel are out of your control. It’s very possible that when the game is in a more balanced state, and player knowledge is higher, it might just become something you don’t even think about anymore. Similar to how within the first week of release GGG released a patch that reduced damage dealt by monsters, and increased drop rates before people realized how effective rarity is, or defenses that currently work. They jumped the gun on some of these changes for the holidays, and now there are even more issues being caused by pandering to the ignorant (ignorant as in people that don’t know what works and what doesn’t, not an ignorant person.) ***edit*** I also want to add again that this metric people keep using 85%~90% want this, and 15% don’t isn’t a real metric. We don’t have this information, it’s a form of an appeal to authority. We don’t know how much of the player base wants and doesn’t want this. This is a pretty contested topic, and it’s not fair to assume you’re in a position to assert it as fact. Last edited by ogmersault#4806 on Jan 7, 2025, 12:17:38 AM
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" I get the idea you're trying to put across but this argument seems silly when half of those games already have significant, and arguably more prevalent, penalties for death than path of exile does. Also, I'm not sure any of us are in any good position to speak for a majority of the playerbase. The majority of the playerbase does not post on these forums. Conflating the voice of those who agree with you with a majority then saying they must be catered to is slightly tyrannical, even if I don't think you necessarily do this intentionally. " I don't actually like this idea much at all, it sounds kind of pointless and unfun compared to running specific or even at least slightly crafted maps, especially when we get to the point of talking about pinnacle bosses and content you chase. It feels a little aimless, like diablo rifts or something. Also, I think it's a bit presumptuous to say that the people who've hit high levels right now would not do well in a system that penalized them less for death, they are where they are precisely because they are good at dealing with things like that, and very focused on progression. If anything, the current system probably filters out a lot of people from reaching that point, and that's something I imagine some of the playerbase doesn't like happening to them even if I think hitting max level isn't something that should just be a given or a necessary part of the experience, or necessary to clear all the content. | |
They're not even willing to make the game AS easy as poe1, what makes you think they will make the game easiER than poe1. Forget it.
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" I think you're simply confusing my indifference toward how you feel for invalidation. There's nothing wrong with you feeling that way, but it might be a better indicator that you need to change than that the game does. It also might not. |
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POE games have the unique "fuck it, I quit" frustration quitting mechanic.
When you hit that wall where a death costs you 3 hours of "work" in a "game" and even then you're doing the same exact thing... again... Mapping. Or people quit because the ascendancies are hot garbage one-size-fits-all that don't even make sense for a caster becoming a necromancer to do the same thing as a warrior becoming a tank. It was lazy content in POE 1 and now it's lazy content in POE 2. The entire experience should be tailored to THAT ascendancy... They are all different. So why wouldn't the test be different? They just need some serious rethinking of their game mechanics and path forward. But, as we well know with GGG already: They don't listen. This is the game. We're just here testing soft spots for their mechanics. Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
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" Okay that's good, at least you're part way there though. Do you understand the feeling behind it though? Which was the point of my question about the 5 hours in a game being lost to a crash. " Probably. You're right. Lots of people are having differing conversations. Hard to keep track. " And you could be totally right about this. Some people might not have any issue once the game is properly balanced. I definitely would have less of an issue with it. The only thing is. The reason I'm trying to get you to understand that frustration from losing a game save. Is because that's how a lot of players who engage with the mechanic, feel that way when engaging with it. Frustrated, annoyed, and defeated. Now. The reason I bring this up, is because when you understand someone's feelings. You understand where they're coming from. I've been on these forums for 2 weeks roughly. And I've been in multiple of these threads talking about XP loss on death. And not a single person has ever acknowledged the feelings I have on it. Most people are quick to tell me, my feelings are wrong. I'm playing the game the wrong way. They give unsolicited advice. I've even had people theorize that I must be some sort of dumpster player that just likes throwing my bodies at things. This is where the issue lies on the forums, and why so many people are fighting. Because everyone is so busy thinking about how they play the game, and applying it to everyone else. They never stop to ask another's perspective, and because of it. They're completely blind to what others are dealing with. Last edited by Akedomo#3573 on Jan 7, 2025, 1:11:00 AM
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