The death penalty change is a huge mistake. 90% of the players who complain about the penalty are dying in places like ledge, catacombs, and docks at level 80. Please listen to the people who actually build defensively and do endgame maps. If you are going to lower the penalty, please do something to benefit the players who play without dying.
IGN: ThrobbinRobin
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Posted bySodomee#2062on Jul 25, 2013, 2:01:23 PM
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Sodomee wrote:
The death penalty change is a huge mistake. 90% of the players who complain about the penalty are dying in places like ledge, catacombs, and docks at level 80. Please listen to the people who actually build defensively and do endgame maps. If you are going to lower the penalty, please do something to benefit the players who play without dying.
Sounds boring. I wanna experiment with glass canons.
Danskere: PM mig, hvis I har brug for en guild.
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Posted byongZ#0545on Jul 25, 2013, 2:07:01 PMAlpha Member
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SW_Bonobo wrote:
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glockenrock wrote:
I don't like the new death changes. The current XP losses would be fine, EXCEPT it is damn hard to get 15% XP when you're level 80+. That is the source of frustration. Make it easier to level at high levels, and the 15% XP penalty won't hurt as much.
Where would be the afford in this?
If you increase EXP gain at Level 80 we would have the same dicussion at Level 90.
If some Players would reach level 100 they start complaining, that there is nothing more to do!
The Companies name is Grinding Gear Games for a reason!
Precisely, "Grinding Gear", not "Grinding levels". You are absolutely right. Couldn't have said it better myself.
Once you are lv100, you grind for gear.
This message was delivered by GGG defence force.
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Posted bymazul#2568on Jul 25, 2013, 2:09:24 PM
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Sodomee wrote:
The death penalty change is a huge mistake. 90% of the players who complain about the penalty are dying in places like ledge, catacombs, and docks at level 80. Please listen to the people who actually build defensively and do endgame maps. If you are going to lower the penalty, please do something to benefit the players who play without dying.
90% ?
please show us your source for that statistic
and they already have something to benefit who build defensively and do endgame maps
it's called hardcore league and a better economy with more valuable items
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Posted byjamesl#0818on Jul 25, 2013, 2:10:31 PM
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Kamikave wrote:
The penalty in cruel was fine, it's easy to get back the lost experience.
In merciless however, I always wait until I level up before attacking any powerfull boss, that way the penalty reduces my xp to none, and I can die as much as I need without penalty.
If you don't do something about that, 8% or 15% won't make any difference.
That being said, I stopped playing because of sync problems that caused my character to die meaninglessly. I got tired of killing monsters just to get back what the penalty cost me.
Exactly what I did. It was very discouraging to get your XP annihilated by a boss over and over again. Hours of hard-earned XP went straight down the toilet.
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Posted byRoute1#7248on Jul 25, 2013, 2:10:44 PM
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Lawlz at all the players with lvl 50ish characters saying "NO DUDE DON'T REDUCE DEATH PENALTY OMFFFFFGGGGGG"
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Posted bylesh78#7503on Jul 25, 2013, 2:13:33 PM
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doritoburrito wrote:
Good move GGG. The penalty was too high to keep more casual gamers interested after hitting the wall known as act 3 cruel. The hardcore guys have their league, as if anyone takes softcore progression seriously anyway. Keep doing whats best for long term success of the game =)
You think act 3 cruel is a wall? wolololol
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Posted byAscendic#3763on Jul 25, 2013, 2:18:10 PM
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Sodomee wrote:
The death penalty change is a huge mistake. 90% of the players who complain about the penalty are dying in places like ledge, catacombs, and docks at level 80. Please listen to the people who actually build defensively and do endgame maps. If you are going to lower the penalty, please do something to benefit the players who play without dying.
Go play hardcore, leave Standard alone.
"Build defensively" is precisely what people do at hardcore, why would we want an endgame in Standard that is precisely like in hardcore?
This message was delivered by GGG defence force. Last edited by mazul#2568 on Jul 25, 2013, 2:22:19 PM
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Posted bymazul#2568on Jul 25, 2013, 2:19:01 PM
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Extra Credits channel on YouTube made a very good video about this very topic of punishment. Watch it.
He said that a game should be difficult and rewarding, but not punishing. This keeps players interested. Anytime we are punished, that detracts from the experience. Hardcore IS the choice for people who want risk. Desync IS the reason I don't play HC. It's punishing without any reward (Desync). Experience penalties are punishing also. It gives the impression that time was wasted.
What needs to happen, is a mechanic should implement do deter attrition while REWARDING the player for playing the game. It should remain difficult, and never a waste of time.
So get rid of the EXP punishment, and find a way to stop the player from zerging a boss. If you can't do that, then be on the player's side and just ditch the EXP Punishment.
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Posted byClobercow#5661on Jul 25, 2013, 2:19:08 PM
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Clobercow wrote:
Extra Credits channel on YouTube made a very good video about this very topic of punishment. Watch it.
He said that a game should be difficult and rewarding, but not punishing. This keeps players interested. Anytime we are punished, that detracts from the experience. Hardcore IS the choice for people who want risk. Desync IS the reason I don't play HC. It's punishing without any reward (Desync). Experience penalties are punishing also. It gives the impression that time was wasted.
What needs to happen, is a mechanic should implement do deter attrition while REWARDING the player for playing the game. It should remain difficult, and never a waste of time.
So get rid of the EXP punishment, and find a way to stop the player from zerging a boss. If you can't do that, then be on the player's side and just ditch the EXP Punishment.
Maps have already solved the zerging by providing a limited amount of portals.
I think the answer to all problems is obvious and has been mentioned multiple times: make the exp penalty dependent on your level, so that the % lost is higher at lower levels, but lower at higher levels.
This message was delivered by GGG defence force. Last edited by mazul#2568 on Jul 25, 2013, 2:21:07 PM
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Posted bymazul#2568on Jul 25, 2013, 2:20:50 PM
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