One portal and experience penalty... again...
" It's one of the few, very similar examples of a similar mechanic being used, and it's done in a way that's better than PoE has. Souls-like let you continually try bosses, and it's also not difficult, or time consuming to regain souls. You can die on a boss, and just go pick up the souls again each fight. Or you can just grind them afterwards and it doesn't take a long time. " The difference here, is that it's competitive. PoE isn't competitive. Losing rank or progression in a competitive game makes sense. As there needs to be a way to differentiate the good, from the bad. " Checkpoints are in many games, and are an example of the game giving you a break, rather than punishing you. A checkpoint is aimed at saving you time. Not having to regrind, or rekill stuff. You MAY have to redo a small section of the game as your punishment. Which is different compared to Xp loss on death, where a single death right now can set you back 5 hours, rather than 5 minutes. The harshness is the issue. There's also a lot of issues with game balance, one-shots, visibility, even network issues that can play into this, and make it far more frustrating for players. I don't think most would be complaining if deaths were infrequent, or the amount negligible. But there's a heavy emphasis on perfect gear, and perfect play in this game, or else you get punished, and that's stressful for most. Not engaging in a fun way. It's also just frustrating to play perfectly for 4 hours, and then die, and lose 4 hours. I, along with many other players just quit when they encounter something like this. Have you ever played a game like Dragon Age Origins? And forget to save after playing for 4 or 5 hours, die, and end up realizing you just lost hours of progress? That's how most people feel with XP loss on death. I usually just quit in frustration after realizing it, and I may not even want to load the game up again. " These games are specifically balanced with the expectation that you'll frequently die and restart. Most roguelikes do not aim to take away multiple hours of gameplay. And most of the time, hard roguelikes are significantly less popular compared to the light, roguelites. That more people tend to enjoy. Also hinting to the fact that most players don't enjoy playing super punishing games. Exp loss is a very punishing unfun mechanic for a lot people. Hence why almost no games use it anymore. Last edited by Akedomo#3573 on Feb 16, 2025, 10:22:09 AM
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" That doesn't mean hard roguelikes shouldn't exist or that they should be made easier. |
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" I never said anything like that. Merely pointed to the fact that less people enjoy them because of how punishing they can be. Having similarly punishing mechanics in PoE doesn't exactly help a lot of people enjoy it. Roguelikes often include options to make them easier however. Same can be done for PoE. Especially since it is not a roguelike, but rather a game with hundreds of hours of progression. The roguelike aspect is with Hardcore characters, and you can already see how few people like that game-mode. Last edited by Akedomo#3573 on Feb 16, 2025, 10:33:27 AM
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" Few people like hardcore because you literally lose your character with all the expensive gear on it (technically it goes to SC but the effect is the same as deleting it). It's not comparable to SC in any way. At the same time a lot of people still like the thrill of XP penalty and 1 portal. They may not be the majority but game development isn't a democracy. If it was every game would look and play the same. |
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" Are you talking about grinding for 300 hours and only getting 7 divines? Or farming gear for a whole week without finding a single usable piece? Even if experience loss didn’t exist, you’d still be stuck at your level cap. And let’s be real—the passive tree gives such minimal improvements per level. What’s the harm in giving players 5 more attribute points? It’s still better than endlessly wasting time! |
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So far the arguments about the current punishment on death are:
It's unacceptable that you die and lose nothing
I never understood the basis for this one, but that's how deep it goes, so I guess it's just some arbitrary rule based on nothing and there's not much way to discuss on that. The only answer to that is: no, it's not. Plenty of games where you die and lose nothing aside from maybe 2-5 minutes of time invested which, sure is some form or punishment, but that's addressed below
Deaths are learning experiences
Not in PoE.
In this game you get one-shot by something you couldn't even see. Also, PoE is not a game with in-game skill progression. 10k hours into this game you'll be playing inside maps just like you did it your first T1 map. The biggest differences is how you move around the instance (efficiency) and how much hideout-warrioring you're doing instead of actually playing the game. Dying in this game doesn't really teach you anything meaningful.
Other games push you back too
The arguments about checkpoints and bosses getting reset is fundamentally right, but completely overlooks the difference in how you die in PoE (1-shot without knowing how you died) and the magnitude of the punishment.
Think of progression in games as a staircase. You die, you get pushed to the highest step you managed to achieve prior to that death. In most games, that previous step is 2-5 minutes away (IMO up to 10-20 minutes is fine for most adults) In PoE, it can be hours away in case of EXP (even for a single death) There's also the node wiping punishment or limited attempts at bosses that completely ignores the "checkpoint" idea and can still wipe 1+ hour of preparation or several hours of farming. There's only one other game that I know of that pushes you literal hours back without giving you any choice on it. That game is Tibia, and it's only harsh if you're above lvl 250. Dying at that level pushes you back 30min-1h of leveling up (it gets worse as you level up).
Not punishing deaths would allow people to corpse-run content
No, it wouldn't.
Elden Ring has a checkpoint at most boss doors and you absolutely can't corpse-run them. Sure, it requires slightly undergeared players dozens of deaths if they've never fought the boss before, but in all those deaths these players are learning the fight and improving bit by bit until they're good enough to beat it. So you're not literally corpse-running doing 1 damage every death until the boss dies, you're running the fight over and over and getting better at it until you can kill the boss from 100% to 0% in one life. In case of PoE, just reset the map instances and remove any loot the character acquired in it. You can only get loot if you finish the map without dying. End of issue (granted, this might be difficult to implement) I also fail to see the issue if a player dies 30 times to a pinnacle boss and takes an hour to be able to kill it once with sub-par DPS. PS: about competitive games in which there's no real limit to how much elo you can lose, anyone that has played a competitive online game in any serious manner knows that there's a practical limit to how much you can lose before matches become so easy to you that you can solo-carry them. I've played/play a lot of genres and games: MMORPGs, competitive FPS, competitive MOBA, other competitive games, casual/co-op FPS, sandbox, rogue-like, platformer, souls games, even a couple other ARPGs. PoE is by far the game with the worst design choices I've ever seen. It has basically all the outdated/cheap systems/mechanics combined within a single title: - Excess RNG - Artificial endless time sinks - Artificial friction everywhere - Zero respect for the player's time - Severe pushback on death Last edited by _rt_#4636 on Feb 16, 2025, 11:55:39 AM
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" That's fine. Make it optional. Or better yet. Lets EMBRACE the fact that PoE 2 is a different game to PoE 1, and doesn't need to copy 85% of the mechanics from that game. I don't know why people are so stuck on this idea that we need to keep all these mechanics from PoE 1. PoE 1 exists still, go play that if you want economy, crafting, xp loss on death. All that's going to happen to PoE 1 is that it will likely be obsolete if this game continues to copy PoE 1. And then you have to ask yourself, what was the point of 6 years of development, millions of man-hours and $$, if the goal was to make a slightly different PoE 1. |
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" POE2 has hundreds of thousands of players. Does that mean it only serves and satisfies the top 1% of players? Punishment and difficulty aren’t mutually exclusive; it’s just annoying. Still, as I’ve said before, since you think punishment doesn’t matter, and since it doesn’t affect your interests or gaming experience, why are you so opposed to removing it? |
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I think the xp penalty or the one portal would be ok, I’m used to the xp penalty from PoE1 and dislike (intensely) the PoE2 one portal mechanic as a forced feature.
Neither are going to be new player friendly and will affect retention. That said, if one portal became a character creation option (like HC and ssf) with a benefit say +10% rarity just for example I’d take that choice all day long. As for xp penalty I think, particularly new/newer players, people fixate on too much. It’s a set back but the worse problem in PoE2 is the loss of the value that was on the map. Getting that next level isn’t an objective it’s just one point on a passive tree, what’s important is getting better gear to improve your dmg and defences and this takes time. (ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
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" It's only a problem because setting up your maps is tedious, unbelievably unfun, and takes too much time. This problem will remain even if one portal rule is removed. |
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