EXP loss on death

"
Nyon#6673 wrote:
"
DocZero#8715 wrote:
People who think that losing EXP on dying is good (or any tangible loss like items/gold/etc.) - really think about that idea. Like honestly think about it. And consider both sides of the argument.

Why would loss of anything material mean people will get better faster? Serious question: why? I may be able to see this argument if the game just auto-rezsed in place with the boss/mobs at the same health as when you died. But it doesn’t.

Let’s say player A spends 5 minutes trying to kill a boss and dies. Player B spends 5 minutes killing the same boss, dies, but also loses 10% experience. Do you honestly think player B learned more about the fight than player A? Of course they didn’t.

If you’re learning to play guitar, would you become better faster if every time you made a mistake someone cuts the string you use by mistake? No of course not. That’s ridiculous

Avoiding loss of time / effort / enjoyment is plenty enough to incentivize players. Losing EXP (e.g. making people weaker or lose progress) does not teach a lesson better than simply failing. What it does do is add one more thing that sucks about dying and push people that much closer to just giving up.

Further, deaths are caused by far more than lack of skill. My controller battery dies, I can’t see what’s going on because there’s too much on the screen, my power goes out, my internet shits the bed, my cat jumps in my face, the dog is peeing on the floor, I partied with people who suck, etc. etc. none of that is due to skill. It’s all just dumb luck. Throwing on artificial penalties just makes the situation more shitty.

As a purely illustrative example, let’s say we allow “betting.” This is a risk vs. reward decision, not just Russian roulette. Say I put 10% of my experience on the line for the fight. If I win, I get 15%. If I lose, I lose my 10%. THAT is a worthwhile

So I ask perhaps in a different way: how does losing exp on death make the game better? If you can describe how this improves the game, I’m all ears.


If you lose nothing upon death (except maybe the 2 mins it takes you to run back to your spot on the map) then any1 can just corpse rush any content and eventually make it, which discourages good players and prevents new players from having to learn mechanics.

It also discourages the meta where every1 just runs around as glass cannons with 0 defence. Since theres a tangible loss when you die you have to make a choice if you want to go for a little less damage but die less often. If death had no penalty you would just max damage everytime and even if you died 6 times per map it would be faster then if you had invested in life/defenses.

It would be boring gameplay and it would be completely unrewarding for those of us who actually enjoy it being challenging and like the feeling of accompliahment when we progressively get better.

Is it sometimes annoying to get one shot by some invisible death effect and lose 10% exp + your map?

Yes it is. But the solution is to fix the mechanics that arent properly balanced. Not the other way around.



You don’t learn faster when you’re punished for making a mistake. That is a fact and has been studied over and over. People actually learn faster when they are free to make mistakes. I’m not saying that there should be NO incentive to not die, I’m saying that exp loss does not add anything on top of wasted time and effort. If people really could just Leroy Jenkins / glass cannon through bosses, they’d be doing it despite the exp loss. As far as I’ve heard, that’s not happening.

However, you did bring up a good point I hadn’t considered, and that is challenge. The greater the risk, the more some people are willing to take it. I appreciate that you feel more satisfaction overcoming a fight in which you have more to lose. On that point, I can see there’s probably no right answer since everyone’s risk/reward tolerance is different.

Thanks for your thoughts.
Last edited by DocZero#8715 on Dec 23, 2024, 1:18:14 PM
"
mrfox123#7595 wrote:
"

xp loss is good for the game. i played poe1 for years without ever getting a character to lvl 100, my first one was in breach league and some more later on.
and i can tell you something. the game isnt better if youre lvl 100 and it isnt worse if youre not. but its another thing not everybody will achieve with every character in every league. if everybody gets lvl 100 easily, whats the achievement in getting there? if everybody is special, nobody is. if only 20% of players are getting to 100, the other 80% have still a goal to achieve. thats important and its good for the game.


Reaching level 100 already takes a bloody long time by itself.

Most wont hit 100 just for that fact.

And no, the game outside of some end-game bosses isn't as difficult as you makes it out to be. It's just time-consuming to reach the end-game and eventually get your char to lvl 90+.



i did not say the game is difficult a single time. yes, the xp scaling is harsh, like ruthless. im 93 atm getting 1-2 % in a t15. there needs to be some balancing about this for sure. im not dying and it takes forever at the moment. but if there was no xp loss, i wouldn't be faster.
and yes, poe is time consuming and always will be, its a game made by GRINDING gear games. what did you expect? :D
lvl 82, 40 mins to make 2 pips and 0.01 seconds to lose 10% of it mid roll to a slam. I wont play maps with bosses on them because its a high rate of dying. I dont play maps above my tier for better loot because there's a high rate of dying. Any mechanic where you get swamped by mobs and cant roll for shit or tank the dmg i wont play because its too risky. All in all there's a large portion of the game im avoiding that i want to play and Ive been 1 shotted by 'mechanics' too many times. just give us 3 lives and we can fully return to the 80's. I wont play again until the xp is removed. full stop.
I've always hated the death penalty, but in PoE 2 it seems even more unnecessary with 1 portal in maps and an overall increased difficulty. Plus the XP to level becomes insane at the later levels.
From my perspective, casual player who also work, have life and play 1-2h a day I feel that EXP loss is needed. I hate it when I die but still is important part of the game.
In POE 1 I played about 5-6 seasons and only one time reached lvl 100. It was huge achievement for me and I know how hard it is.
So when I see someone on lvl 100 he has my respect for being a good player.

It's not the kind of game when you can just play mindlessly and finish the game and achieve everything. Just need to accept that ;)
"
beydo#3034 wrote:
From my perspective, casual player who also work, have life and play 1-2h a day I feel that EXP loss is needed. I hate it when I die but still is important part of the game.
In POE 1 I played about 5-6 seasons and only one time reached lvl 100. It was huge achievement for me and I know how hard it is.
So when I see someone on lvl 100 he has my respect for being a good player.

It's not the kind of game when you can just play mindlessly and finish the game and achieve everything. Just need to accept that ;)


Some people just want wins handed to them and don't seem to understand the joy of achievement.
"
Valsacar#0268 wrote:


Some people just want wins handed to them and don't seem to understand the joy of achievement.


The difference with and without exp loss, is that without it you can play the game in a more fun way and still progress.

Now you just get perpetually fucked over.

It's not an achievement to play the game in the potentially most boring way possible depending on your build.
"
Valsacar#0268 wrote:
Some people just want wins handed to them and don't seem to understand the joy of achievement.


What the fuck are you talking about? This isn't asking for anything to be "handed" to us. It's asking for stuff to not be taken away.

Are you addicted to other people not having fun? Is that what makes you adopt this dishonest framing?
Philosophically, xp loss on death does not increase the challenge or make people improve.

It forces people to play less challenging (and therefore less fun) content so they can still make progress.

Xp loss on death is dumb and the reason I gave up on Diablo 2. I am not looking forward to this aspect of the game.

GGG wanted to focus on endgame, making people actually go backwards if they dare to attempt something difficult in endgame is contrary to wanting people to spend time in endgame and therefore bad design. Yes it can be tolerated, if you love enough other aspects of the game you can avoid this mechanic by not trying challenging content, but don't fool yourselve - in no way does it actually improve the game.

There are other much more pro-fun ways to make people not want to die, for example you restart the map/whatever from the start. Xp loss on death punishes people for trying to engage with the content.

Poe1 was successful despite the bad feature not because of it.
Last edited by Orion_3T#9801 on Dec 23, 2024, 3:19:52 PM
+1

Report Forum Post

Report Account:

Report Type

Additional Info