Why dedicate my time if I can lose all my XP with a death penalty?

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Mouser#2899 wrote:


Yes - if you're not dying regularly, the game is not challenging.
I would think that was obvious, but I guess not.

I should expect to die to a boss three or four times before I learn all the mechanics. Once I do, I should have to execute near perfectly to pass, so I'd still expect to die about 20-25% of the time.

Maps should have packs of mobs and rare spawn that can kill me, so another 10-15% death chance.

The whole endgame map system seems to be built around a risk vs reward system of juicing maps and piling on debuffs in challenges, but the penalties are telling you to avoid the challenges.

The game should be encouraging you to juice the maps that little bit extra, so you go in knowing you will likely die. THAT is good game design. Not turning down the challenge to the point you know you can't lose.



You digress! The problem is not dying in the map .. is kicking out and losing the waypoint.
They can make the mobs 9999 harder and I can die 9999+99 times on that map until I clear it, there is no problem with that.
The stupid thing is kicking out on death. Makes no sense. It is just a waste of time with no incentive to try any event that you random find there.
Yeah I think so too that death penalty is too much right now.

- 15% exp
- Map (in end game, only one portal)
- Map "boons" (in end game)
- Map point (in end game, fail twice)
- Zone reset (in campaign)

Especially endgame that's too punishing, you will lose all what you have tablets effect what you have build, and now that tables are random, this causes on worst case that you don't get second good map in day.
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Sogardev#9713 wrote:


You digress! The problem is not dying in the map .. is kicking out and losing the waypoint.
They can make the mobs 9999 harder and I can die 9999+99 times on that map until I clear it, there is no problem with that.
The stupid thing is kicking out on death. Makes no sense. It is just a waste of time with no incentive to try any event that you random find there.


We agree...
Some of the penalties should be scaled back, but xp penalty needs to stay. Citadel bosses should not be one death only, or citadels should be more common. Maybe maps could use more portals. I don't have strong feelings on that because I treat SC like HC and consider death a massive failure. But even the people who think they don't want the xp penalty need it for aspirational content, even though they lack the self reflection to admit it.
Last edited by AnimePillowCollector#2255 on Jan 1, 2025, 3:19:55 AM
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Akedomo#3573 wrote:
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Nyon#6673 wrote:

Better ways to challenge players without mechanics that actively frustrate them and set them back hours of playtime.


Hours????? If it's taking you hours to fill 10% of your xp bar you've got way more problems with the game than xp loss...... Even at like 95+ without juicing maps running t12s you'd make more 10% of a lvl in hours of game play... in the 65-75 range you should be getting a level or two an hour an hour unless you just had someone beat the campaign bosses for you and don't understand how to make a char. I'm guessing that's the problem, you just struggled thru the tutorial and when you hit map you heard ppl talking about you some how expected it to be easier????? Any semi well built char should be able to run t5-t8 right when they finish the campaign.


hey now, I believe you could benefit from practicing a bit of restraint.

See, the issue is. You're unable to see the perspective of others, because you're too busy thinking about how you play the game, and everything you make statements about, is from this viewpoint, and it doesn't let you understand that others don't play the game the same as you. Nor do they feel the same way about mechanics as you do.

This inability to see others viewpoints doesn't let you actually listen, or understand what others are saying, and it usually leads to an incredibly unhealthy pattern of communication, where all you do is invalidate other people. And that is not a healthy thing to do to others.

Before you comment. Try practicing this, it's very useful in life when you're looking to communicate with someone.

I'll help you a bit.

Did I say anywhere in my comment, that I wanted XP loss on death removed, to make the game easier?

No, I didn't.

What did I actually say about the mechanic?

A helpful skill, repeat in your own words, what you think the other person said. Then, I have a chance to correct you, or say, no you got it right. When you do this, you have a better ability to understand what others are saying, rather than immediately trying to assume you know.



That's not restraint... that's called perspective. And the difference is I can see you're perspective I just don't care and think it would be wrong for the games longevity. It doesn't matter where you put the baseline of entry there are 2 options for the user of any kind of software, figure it out or stop using it that's it. It's resoundingly people who never really played POE before saying it's hard, well duh POE has been hard at first for everyone when they didn't understand it. We all know this, overcame it and like the complexity. Yeah they already brought in things that were overturned like the trials but everyday you still see ppl complain about it even after the nerfs to it. If the goal is to make the game easier because ppl who just started playing it and spent no time trying to figure it out can't do it on the 4th try the answer should be no.
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well duh POE has been hard at first for everyone when they didn't understand it. We all know this, overcame it and like the complexity.


Great. So you should be happy playing Path of Exile.

We're talking about Path of Exile 2. A totally different game with a different design philosophy - one where mechanical player skill matters much more.
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Some of the penalties should be scaled back, but xp penalty needs to stay. Citadel bosses should not be one death only, or citadels should be more common. Maybe maps could use more portals. I don't have strong feelings on that because I treat SC like HC and consider death a massive failure. But even the people who think they don't want the xp penalty need it for aspirational content, even though they lack the self reflection to admit it.


Is XP loss on Death, Aspirational Content?

I think you could argue to a small degree yes. But the issue is that it adds too much frustration for the average player to consider it a benefit.

Games need friction, aspirational content yes. But it also needs to feel good. When things are overly punishing, and that is definitely the case with XP loss on death. It tends to just have players quitting instead.

I know this, because I have first hand experience with it, and my friends, not playing because of it!

I also know, that there are far better ways to give players, aspirational content. Ways to challenge them that reward them, rather than punish them.

There's even a way to add challenge, and replace XP loss with something players would actually like, while keeping the exact same impact it has, of slowing you down, having you be more careful, thoughtful about your builds.
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Mouser#2899 wrote:


Great. So you should be happy playing Path of Exile.

We're talking about Path of Exile 2. A totally different game with a different design philosophy - one where mechanical player skill matters much more.


If being pedantic makes you feel better sure but you can look at pretty much every game in history and when it's iterated you kinda know what you're expecting. Like if doom 2 came out as an RTS I think the devs would of had the foresight to call it something else and the people buying it would have been up in arms. Most of you guys aren't going to be here in another 10 years or even 2 GGG knows their audience pretty well and is honestly great at listening. It's fine if the game isn't for you and if GGG ends up changing it to suit new people fine hopefully I still like it. I'm sure the "penalty" in maps will get rained in as dying really does suck, xp loss on top of losing the map and any loot and waiting if you're in a group is too much for sure. It will change for the simple fact it's actively disengaging someone from the game. No dev wants that. You're looking at this as a person who doesn't know how the company has dealt with this in the past.
Last edited by baconbyte#0146 on Jan 1, 2025, 4:06:50 AM
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That's not restraint... that's called perspective. And the difference is I can see you're perspective I just don't care and think it would be wrong for the games longevity.


Well, here. You're misunderstanding my meaning. I was more pointing to a bit of restraint being used before posting. Which I was suggesting would give you a better chance to reflect on others perspectives and gain a better understanding.

It's something I do before I type a response to someone. Taking that pause helps me quite a bit. You don't have to do it, I was just sharing my perspective on it, and how helpful it's been. I love it though. It works great.





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It doesn't matter where you put the baseline of entry there are 2 options for the user of any kind of software, figure it out or stop using it that's it.


Hmm.. You're right, those are two options, but I also believe you're missing a third. Wondering what it is? Well..


It's Feedback. Feedback from customers of software or products of any kind is absolutely necessary to improving their experience with it. And in most cases, this is the preferred option before the other two you mentioned.

PoE 2 was released in early access right?

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It's resoundingly people who never really played POE before saying it's hard, well duh POE has been hard at first for everyone when they didn't understand it.


I'd love to understand more of your perspective on this. You say they've never played PoE before, why do you think that? And what has you thinking that they say the game is hard?


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We all know this, overcame it and like the complexity.


Can I ask you a question? What has you believing that PoE is a hard, or difficult game?

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Yeah they already brought in things that were overturned like the trials but everyday you still see ppl complain about it even after the nerfs to it. If the goal is to make the game easier because ppl who just started playing it and spent no time trying to figure it out can't do it on the 4th try the answer should be no.


Why do you think people are asking for the game to be easier? I'd love to hear your view on this. I want to understand you better.

Last edited by Akedomo#3573 on Jan 1, 2025, 4:29:18 AM
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Yeah I think so too that death penalty is too much right now.

- 15% exp
- Map (in end game, only one portal)
- Map "boons" (in end game)
- Map point (in end game, fail twice)
- Zone reset (in campaign)

Especially endgame that's too punishing, you will lose all what you have tablets effect what you have build, and now that tables are random, this causes on worst case that you don't get second good map in day.


I see you have no clue what you are talking about and just parrot what idiots have said before you.

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