Death Penalty Changes in 0.11.3
it was about time with the lowered death penalty so good job on this GGG, there is still a hardcore mode for the "i am such a cool hardcore person" so i think everyone should be happy now.
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Since when you can't Alt+F4 in SC to save your precious EXP?
It's in the games mechanics for a reason![/quote] Ye, everyone can do it! Not exploiting![/quote] i dont do it and i play normal since closed beta...also i never implied is exploiting is just the ranting about the game becoming to easy...if u realy are bad to the bone just dont log out.. tell me then about how easy it is..[/quote] I dont log out, I take the EXP loss like a man and go sob in the next room for 10 minutes. Point being add logout timers to every league when player is not in town. Make Things For Smile!
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Like most other problems in this game, the issue here revolves around PoE’s lack of end game.
I’d be willing to bet that most people here who are all like, “Rar! Give more death penalty!” play characters that are all sub 80. For these people, dying is already not that big of a deal. You lose less than an hour of play time. But when you get into the high 80s and above, one death can wipe days off your character. This is because there is no “at level” content for someone who’s level 80+ so they’re stuck farming areas that are below their level and give pathetic XP. 3/8% are trivial at lower levels. But still have a lot of bite at 80+. Unfortunately, the this is just an unbalanced way of offering a little relief to the pressure caused by having no real end game. Really, they should have just capped XP at level 85 during beta. This would have offered a challenging goal without the unpleasant conflict of “I want to progress but I feel like I’m getting nowhere” that comes at later levels. Even that is a band-aid though. The real solution is not a lowered level cap or decreased death penalty. True end game is the only real solution. New Year's Resolutions:
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I like the reduction but as others have said 3 and 8 is a little bit low.. I like the idea of 5 and 10. At the same time I think it should have a hard cap on the amount lost to not penalize the higher level characters who have started receiving XP penalties for running 66-68 maps. Maybe around 75-80 range put a hard value rather than percentage based.. Like say max XP loss would be 10 percent of level 75 this way its not the loss of entire days worth of farming/playing for single deaths.
I sorta kinda like the idea of receiving 50% XP for certain amount of time after death instead of XP loss. Imagine say for every death you get 50%xp for half an hour and you could also add some form of xp bonus or way of countering the xp penalty.. maybe beating a map boss removes the xp penalty or kill streaks giving a small bonus. IGN: DeathIsMyBestFriend, Illirianah
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Great change, was waiting for this and advocating for awhile now.
People need to realise: There is a crowd of players in the world, that maybe play 1-2 hours max on weekends per day. For those, a death ment two whole weeks of playing time. That happens once or twice and they stop playnig. You don't want to do that. You want as many players playing Your game as possible. And the change does not make the game easier, just the progression, which is nice, because I want to see my character grow eventually. I have friends working on one level for days, because they are not as addept at the game. They get frustrated over time. You can still build Your character defensively and care about death yourself and try not to die. Nobody is forcing you to start zerging. And HC players still have their hard penalty, so now everybody is catered for. As for the other change: You whiners out there: You can create Your own puplic party with SA or FFA if PA does not please You. Creating a party really is simple. |
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" Ye, everyone can do it! Not exploiting![/quote] i dont do it and i play normal since closed beta...also i never implied is exploiting is just the ranting about the game becoming to easy...if u realy are bad to the bone just dont log out.. tell me then about how easy it is..[/quote] I dont log out, I take the EXP loss like a man and go sob in the next room for 10 minutes. Point being add logout timers to every league when player is not in town.[/quote] i woud like that but i realy dont think it will be implemented ever... |
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I think any death penalty that involves removing progression from a charater is demoralizing and overall bad mechanics for a game, although i agree its necessary to have a form of penalty for dying.
The better way to go around this is to have something that affects future progression: 1- After a death, you get reduced item quantity (-10%) until you meet a equivalent of 5% your total xp in merciless. If you die again in the meanwhile your xp debt is reset to 5%, and the reduced quantity stacks up 10 times. 2- After a death, you will have a xp debt of 10%, that you have to meet before making new progression. 3- Make it so you dont lose any xp on your first attempt at something new. Like the first cruel and merciless vaal, piety kill; The first dunes map; The first temple map. Dying is a necessary step in learning the game. When you have a death penalty so harsh like we have (xp loss on death), it makes no sense having monsters who can kill you before you can react. You can have one or another, never both. Last edited by fsk1989#2180 on Jul 25, 2013, 11:49:29 AM
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Solution
Cruel: +5% experience Merciless: +10% experience This would be VERY build enabling, and I would definitely support it. IGN: Scuhr
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" So you gain experience for dying? :p Danskere: PM mig, hvis I har brug for en guild.
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I like this change. As someone said:
"Once you hit very high level, 15% is really difficult. As a result, people would fear death as much as the players in hardcore do and becomes defensive in their build. The distinction in build approach becomes blurred. You'll see people stacking ES and life in both hardcore and default. With a lower penalty, it will encourage players to take a different approach in default now. Instead of the usual stacking defensive stats, player can be more offensive. To me, this distinction will make default more exciting because you can now take a different approach than you did in hardcore. In hardcore, you have to make sure you don't die, so there's one approach in your build. On default/anarchy, you can die while taking risk, so there's another different approach in your build. Right now, it's stay alive at all cost on both leagues. That's why SC players are using HC build because the ultimate aim is the same, to not die." The Dunewarrior.
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