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

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arknath#4740 wrote:


average 500h to get to 100? In a PoE league?
Source: Trust me bro?

I have a 100 in the settlers league. Played solo 99% of the time. I have reached about 250h-ish and was 100 for a long while. I spent at least half that time in hideout and or messing around with the town. Oh and I played as melee, I consider myself a slow player since I cannot play for too too long at a time due to my migraines. Due to the illness I die quite a lot since my concentration is rather "off". Oh, and I am old AF. So there is that xD

Most of my playtime has been normal mapping. I just stayed away from T17s/bosses while levling then when I ding a new level I do all the rippy maps, harder content. It is pretty basic really. Of people actually reaching 100 I bet I am in the lower 25% skill wise and that is not counting all those getting boosted by services(which I never do).

Also have 2 100s in other leagues(I dunno why it is relevant but you asked for it) but by now I bet you don't really care to read what others say.



Snarky way to start the conversation, but okay - I'll try to match that energy I guess,

Sources as I said in an earlier post;

Personal experience, years of playing, years of playing with people who hit 100 regularly & Google search engine - also keep in mind I said approximate; if you can hold a thought that long, anyways;

The XP of Level 100 is 4,250,334,444. You need 300+ maps just to get from 99 to 100. When we are going 100 million XP/hour at level 99, it takes about 42.5 hours.

It took you less than 250 hours of play time to reach 100? That still equates to almost 3 hours a day for 90 days if you're being genuine about it.

Do you work? Do you have other priorities or is 3 hours a day on a video game just something that fits your situation?

The relevancy is clearly implied - what allows someone to achieve something that on average takes more time than most players will even have to commit to it in a league?

Thanks for your feedback

Thanks for replying,


Maybe it isn't something they want most players to reach. I cant speak for them, i don't know this for certain, but looking at all the other aspects of the game I would say that its a pretty realistic possibility. It seems to me like they don't want to design the game around 100 being a standard that most people reach. I personally don't see a problem with this since it isn't necessary for any other aspect of the game. While I'm sure there are exceptions, for the majority of builds, those last 10 points are not adding any significant statistical value to your character.

I'm not against tuning this, but id much rather see them tune the incentives to make running harder content more attractive to run over safe low lvl xp farm. The xp penalty isn't a good reason to avoid this content, i think that's kind of where I'm at. They need to create incentives that make people worry less about HAVING to hit 100 (because you dont), and more about enjoying the gameplay.
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MrPedez#4934 wrote:
You dont need 2.268.549.086 from 91-92, u need a total of 2.268.549.086 counting from lvl 1


Ah you're correct, I just dinged and realized that it shows "current total xp / next level total". I thought it was 'resetting' for every level, but I've never really looked on the tooltip that much until now to be fair.

Thanks!
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mrxkon#5764 wrote:
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MrPedez#4934 wrote:
You dont need 2.268.549.086 from 91-92, u need a total of 2.268.549.086 counting from lvl 1


Ah you're correct, I just dinged and realized that it shows "current total xp / next level total". I thought it was 'resetting' for every level, but I've never really looked on the tooltip that much until now to be fair.

Thanks!
Np :)
Still endgame 1 portal per map is a waste of time ! For no reason or added value.
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The main reason there's penalties is so players actually develop skills and feel rewarded for hitting level 95+, especially level 100.
Without penalty, noobies like you would be able to just grind t1 whites for 500 hours to achieve that goal.


You may enjoy the pain and the XP penalty, but understand that no matter what you think, GGG is losing a lot of players with this. It's not smart to loose money on something that could be configurable.

I and many others won't come back as long as the XP penalty exists. We have other options to dedicate our time without wasting it.


Nobody's losing players over XP loss. The players they would lose never even got to the point where it would start happening. Those levels are meaningless and won't improve your life, or keep you alive anymore than now. You also can't lose levels. Pretty pointless hill to cry on, and honestly, you already paid so not coming back is a win-win by also decreasing server loads and costs; not a very well-thought ultimatum. Maybe there is a design issue that you're dying to; treating the symptom not the cause, of your frustrations.
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blackarm#7481 wrote:
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The main reason there's penalties is so players actually develop skills and feel rewarded for hitting level 95+, especially level 100.
Without penalty, noobies like you would be able to just grind t1 whites for 500 hours to achieve that goal.


You may enjoy the pain and the XP penalty, but understand that no matter what you think, GGG is losing a lot of players with this. It's not smart to loose money on something that could be configurable.

I and many others won't come back as long as the XP penalty exists. We have other options to dedicate our time without wasting it.


Nobody's losing players over XP loss. The players they would lose never even got to the point where it would start happening. Those levels are meaningless and won't improve your life, or keep you alive anymore than now. You also can't lose levels. Pretty pointless hill to cry on, and honestly, you already paid so not coming back is a win-win by also decreasing server loads and costs; not a very well-thought ultimatum. Maybe there is a design issue that you're dying to; treating the symptom not the cause, of your frustrations.


Appealing to triviality all you can do?
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Sogardev#9713 wrote:
Still endgame 1 portal per map is a waste of time ! For no reason or added value.


This is a side-effect of respawning monsters and loot despawning on death that they don't want to address. Those two things are why we're stuck with this.
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BK2710#6123 wrote:
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blackarm#7481 wrote:


Nobody's losing players over XP loss. The players they would lose never even got to the point where it would start happening. Those levels are meaningless and won't improve your life, or keep you alive anymore than now. You also can't lose levels. Pretty pointless hill to cry on, and honestly, you already paid so not coming back is a win-win by also decreasing server loads and costs; not a very well-thought ultimatum. Maybe there is a design issue that you're dying to; treating the symptom not the cause, of your frustrations.


Appealing to triviality all you can do?


A single word.
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blackarm#7481 wrote:
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Sogardev#9713 wrote:
Still endgame 1 portal per map is a waste of time ! For no reason or added value.


This is a side-effect of respawning monsters and loot despawning on death that they don't want to address. Those two things are why we're stuck with this.


They should have the endgame/post game maps work differently.
Full respawn on death in the campaign is beneficial to less skilled players (even if it can be annoying) since it gives them more opportunity to grind to overcome their weaknesses.
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BK2710#6123 wrote:
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blackarm#7481 wrote:
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Sogardev#9713 wrote:
Still endgame 1 portal per map is a waste of time ! For no reason or added value.


This is a side-effect of respawning monsters and loot despawning on death that they don't want to address. Those two things are why we're stuck with this.


They should have the endgame/post game maps work differently.
Full respawn on death in the campaign is beneficial to less skilled players (even if it can be annoying) since it gives them more opportunity to grind to overcome their weaknesses.


I'm not saying they shouldn't; I'm pointing out the bandaid they put in place.

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