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

Most of you are trying to paint yourself as the "community" just so somebody listens to you. But you're not the community. You're trolls looking for a taste of some distant relative of power by ganging up on people who have the slightest interest of catering to you.

This game survived and thrived on money from people who enjoy the death penalty, who understand the importance of it. People bought 500 dollar supporter packs every league in PoE1 because, in part, of the death penalty. And that's the real community. And no matter how many caps you use in the forums, you'll never be as loud as them.

You'll be long gone complaining about something else, somewhere else and we'll be here enjoying the ARPG of the next decade with the exact same death penalty. I guarantee it.

Congratulations to GGG for a fantastic version 0.1.0. Keep up the wonderful work.

"

You forgot to answer the question though, how leveling up can be challenging if it it will be just a function of playing time. Or how clearing maps can be challenging if people will 100% chance to clear it due multiple attempts.


Ok, let's try this one more time.

Leveling up NOW is just a function of playing time. Stick to the content you can clear without dying, and you'll keep leveling up.

The XP loss and penalties on death strongly guide players to keep doing the easier content - avoiding anything where they have a chance of dying.

Without the penalties, the devs are free to make more challenging maps and bosses.

Should I find YouTube videos of players meeting new bosses in Elden Ring, Code Vein, or Wu Kong for you? Show you how they die while they learn the mechanics, then die some more learning how to overcome them before finally beating the challenge?

Many people are never able to overcome some challenges, no matter how many attempts they make (see: optional bosses in particular).

But in your world Souls-like games aren't challenging. Tightly controlled platformers like Celeste and Super Meat Boy aren't challenging. Metroidvania's like Hollow Knight or Blasphemous aren't challenging.

But slowly plodding along, taking care to never take on bosses you aren't geared and leveled enough to dominate. Now that's challenge.


"

This game survived and thrived on money from people who enjoy the death penalty, who understand the importance of it. People bought 500 dollar supporter packs every league in PoE1 because, in part, of the death penalty. And that's the real community. And no matter how many caps you use in the forums, you'll never be as loud as them..



What have you been smoking? The game is a month old, it has no community yet.

No one knows what this game will look like when its finished. That's the whole point of Early Access - to work with the players to make the best game possible.


Last edited by Mouser#2899 on Jan 4, 2025, 6:59:11 AM
"
Like it was previously said here, it pushes players to estimate the risk instead of blindly juice maps as much as they can, which is great in my opinion.


Take a look at my builds in PoE1. I'm no noob, i'm no casual. I know, whaat i'm talking about. Unlike me, you're hiding your profile, your progress in the current league is 2. Whatever motivates you to die on the hill of xp loss, it's certainly not your engagement in PoE1. I don't even know if you ever experienced xp loss for yourself.

And if you juice up a map, you use currency. If you die on that map, you lose the map item, you lose your currency, you lose the spice on the atlas...so, everything you stated here IGNORES what punishment comes along dying in an overjuiced map. This has been said a thousand times in this thread and yet here you are, still bringing the same questions over and over again. And just a sidenote: you're posting questions, you're not posting arguments. This is not heading to any fruition this way.
"
You can call it new or old, why it matters?


It matters, cause you used this as an argument. It matters, cause by rerouting your argumentation you just destroyed your own credibility.
"


Take a look at my builds in PoE1. I'm no noob, i'm no casual. I know, whaat i'm talking about. Unlike me, you're hiding your profile, your progress in the current league is 2. Whatever motivates you to die on the hill of xp loss, it's certainly not your engagement in PoE1. I don't even know if you ever experienced xp loss for yourself.

And if you juice up a map, you use currency. If you die on that map, you lose the map item, you lose your currency, you lose the spice on the atlas...so, everything you stated here IGNORES what punishment comes along dying in an overjuiced map. This has been said a thousand times in this thread and yet here you are, still bringing the same questions over and over again. And just a sidenote: you're posting questions, you're not posting arguments. This is not heading to any fruition this way.


So, you copy builds instead of challenging yourself to make your own ?

And you die in fully juiced map without learning anything ?

It comes back to you no willing to learn anything. Why do you ask for more challenges asking you to learn stuff if you already failed the first steps ?
Last edited by dwqrf#0717 on Jan 4, 2025, 7:05:20 AM
Just remove death penalty for god's sake!

Even in this case you need to play 100500 maps to reach 100lvl.

Pro players will reach 100lvl and with penalty, but most of players - casuals...
"
dwqrf#0717 wrote:
So, you copy builds instead of challenging yourself to make your own ? And you die in fully juiced map without learning anything ? It comes back to you no willing to learn anything.


Two wrong assumptions don't lead to a correct conclusion.

And btw, although it's YOUR way in contributing: you will never even touch the problems that exist by personalizing and making totally misleading assumptions about people having a different opinion. You simply distract from these problems by individually insulting, but i don't care about your intentions, nor about the instruments you use. All your questions just show, HOW empty your knowledge is about me. And i can't take you seriously if you just dump and spill your wrong assumptions all over the place without any real content related contribution. It's that simple.
Last edited by AngryGekko#0233 on Jan 4, 2025, 7:15:30 AM
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sgtrhfd#1770 wrote:
Just remove death penalty for god's sake!

Even in this case you need to play 100500 maps to reach 100lvl.

Pro players will reach 100lvl and with penalty, but most of players - casuals...


This is not D4. Level 100 isn't a given, it is an achievement. Level 100 is not the start, it is the END of leveling. A couple passive points is not going to make or break an endgame build.

Casuals aren't intended to make it to level 100.
"
Mouser#2899 wrote:
Leveling up NOW is just a function of playing time. Stick to the content you can clear without dying, and you'll keep leveling up.

The XP loss and penalties on death strongly guide players to keep doing the easier content - avoiding anything where they have a chance of dying.

Without the penalties, the devs are free to make more challenging maps and bosses.

You think you can reach lvl 100 by clearing lvl 70 maps? I think you'd get old before you reach it. In order to level up higher, you would need to clear more dangerous maps.

XP loss makes players to weight the risk and rewards, not to avoid it completely. Without risk, just going for the highest reward all the time would be much less interesting.

Devs are free to make more challenging maps and bosses with or without XP penalty. Without XP penalty, leveling up wouldn't be challenging regardless of how "dangerous" maps would be. They all would have zero danger in that regard.
"
Like it was previously said here, it pushes players to estimate the risk instead of blindly juice maps as much as they can, which is great in my opinion.


Out of curiosity, what %chance of death do you think is good for a juiced map?

If it's a boss map, I'd like to think a player would always have at least a 25-30% chance of death, assuming they're familiar with the boss and its mechanics. Does that sound right to you?

For normal maps, the chance would be lower, but I'd expect to die at least once every four or five maps or so?

If those number don't seem right to you, how much challenge do you think players should be facing?

What %chance of death do you think players should be pushed to?

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