Death Penalty Changes in 0.11.3

I'm stoked about both of these changes, personally.
"
JoleeBindoo wrote:
Softcore exists, where they know they are not the best at the game but can still have relative amount of fun in the limited time they have.

The remaining players are semi-HC or SC, and Semi-HC are the ones who QQ the most. Because they are not good enough to just play HC and don’t want to get associated with SC entirely.


That is not true, to be good in HC you need:

1) Time
2) Money
3) Good PC
4) Good Network
5) Luck
6) Be a Good Player

So, only 1 of 6 most important factors is "te be good".

Remember this, there are a lot of very good players in SC, much better than hardcore players.

Other different style or preferences to consider, so a good player with all the 6 points, just prefer to play in softcore, because is more funny or to play with friends who like SC for example.

Remember this, and judge less.
IGN: SeaLaser
Sea Builds, Characters, Shops, Links & Records:
https://www.pathofexile.com/forum/view-thread/972683/
HC/Onslaught death penealty stays the same at 100%. Good.

Enjoyer your softer, softcore.
SOTWGUILD.COM
Lol, i can never understand why people think playing hardcore or softcore is a matter of player skill and can not understand that it is just mere preference.
If you need bigger punishment to enjoy the game, then how about that, start a character and each time you die, cut one of your fingers, let's call it "cutcore".
Damn, those nabs nabs playing HC will never understand the joy of playing CC... :)
Last edited by smichal52#3310 on Jul 25, 2013, 1:44:25 PM
I'm very glad you guys finally lowered the death penalty. As a self found player almost, I find it pretty hard to keep up with stupid deaths when trying to progress on harder zones.
I find it funny that so many people cry at this penalty being too low, it's like crying about taxes being lowered, lol.
Last edited by Alechiel#1872 on Jul 25, 2013, 1:44:26 PM
While I find the several belittlement comments towards "those who cant handle hardcore" amusing, I do agree that the penalty system should have been left alone. Or at least the values of it, anyway.

Perhaps something more along the lines of gaining 15% less experience through the remainder of your level, rather than losing 15% all at once. Just an idea. And yes, I would have it stack in the event of multiple deaths before finally leveling.

But I would have been just as well with no changes to it at all. And I do play Anarchy much more than Onslaught. But no exclusively. I do have an account specifically for Onslaught play. I've just be lazy as of late.

In the mean time, if those outside of Anarchy/Standard are up in arms about the penalties --- you play elsewhere. Some times, it is a simple matter of preference, not what one can handle. Sit and shut up, you are making the non-assholes of your peers look bad.

A per the 6S allocation, I am not sure what all of the bitching is about. Mind you, this coming from somebody who plays FFA almost exclusively. Why should it NOT be allocated? Jewelers are already allocated. If the base item level is higher than the map level, it would already be allocated. Items such as 4L items are already allocated. This step is just finishing the process, as far as I am concerned.



...narf
Last edited by SqueakyToyOfTerror#0940 on Jul 25, 2013, 1:48:07 PM
I'm just fine with these changes -

So many people complaining that lower xp loss is to softcore, implying that you yourself are a hardcore player. If you where a hardcore player then you would be playing hardcore and the xp penalty wouldn't matter to you. I play almost exclusively HC/OS, with a couple of Anarchy/SC chars to play with more casual friends. If your a hardcore player then play hardcore and the game will feel like a hardcore game. If your not a hardcore player then your casual. If your casual then expect the game to feel casual and stop complaining that the game is catering to casuals since you yourself are one.

It's been said a hundred times already but I'll say it again ... 6l allocation is just fine. If you want to fight over gear make your own damn group and make it FFA. There is no relevant thing you can say about how PA should be done b/c there are options to get around it. Basically it sounds like you want a Semi-PA loot system where you can choose what gear to allocate yourself. If that's what you want then ask for it. don't just jump up and down and throw a temper tantrum about a system you can turn off anytime you want.

Good job GGG keep making the game in a way that caters to everyone. The amount of options we have at our disposal to fell as hardcore or softcore as we want is great!!!!
Instead of commenting on whether or not I like the xp penalty reduction, I will instead re-list some ideas that others have come up with as alternative methods to handle death penalties.(I've tweaked them a little)

1. You gain an xp bonus % The longer you play without dying in standard. Lets say you have to be in merciless difficulty to get this bonus. It could be based on how much xp you are accumulating. Up to a 5% bonus? If you die, you lose the entire xp bonus % that you have built up and have to start over. You also lose 15% + your xp bonus %(think about this...how extremely careful would you be to not die?).

2. Xp loss increases to 10% in Cruel and 20% in Merciless(you will see why).

So....you die because you were careless or attacked by desync and the following happens:

You fade out of reality and appear in the Grim Reapers realm. You are face to face with Death. After some cheesy dialogue you must fight him. If you die, you lose 10% or 20% of your xp as appropriate to the difficulty level and appear back in town having learned nothing. If you win, you only lose half that amount and are sent back to town. (I would suggest that Death appear in several forms and use different abilities each time to keep it fresh for players). He should be about as challenging as your average end game map boss.

Well, just thought I would throw that out there...I would enjoy either option. The percentage values could be adjusted as GGG sees fit of course.

At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you no points, and may God have mercy on your soul...
"
destrock wrote:
"
Another change it includes is that six socket items are now included in the set of allocated items (like four-link items were).


I dont catch what you mean exactly. Please be more precise on the future patch changelog.

It means exactly what it says -- if you can't understand it, you're probably not aware of what "item allocation" is (I wasn't).
A Belligerent Expert System
I don't like the lowering of death penalty, i would suggest probably that the first death is still 15%, but it would give the character some kind of BUFF that he cannot loose another experience for 1 hour.

This could add the motivation not to die, buf if you die, just you got 1 hour to finish the boss that killed you without additional penalty.
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.

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