The reason why XP penalty exists and why it's not for everyone

"
"
Orion_3T#9801 wrote:
D2 wasn't a live service so not much point people complaining about it there. And POE1 had been around long enough that any new players wouldn't feel like it was worth giving feedback on.


WRONG, new players since the beginning of Poe and throughout its entire lifetime have been giving feedback asking for xp loss to go away, this has not stopped for over 10 years. You guys are just the next batch of new players that have to figure it out.


I may have misunderstood what was meant by it not being an issue. I thought I was being charitable in taking it to mean it wasn't controversial and there weren't many complaints about it.

If that's not the case, and there were in fact lots of complaints, then I would say the point collapses entirely and becomes demonstrably false. Clearly it drove players away, because the majority do not engage with forums. Assuming GGG's success and profits are in some way tied to player retention, which seems a reasonable assumption, then that means it would definitely be an issue.
Last edited by Orion_3T#9801 on Jan 9, 2025, 10:33:23 AM
"
Mouser#2899 wrote:
"
Nyon#6673 wrote:

Getting punished when you die = hard
Just to be clear, you are asking for the game to be easier, which is fine if thats what you want, but theres no need to try and protect your ego from whats obvious.


No. Getting punished when you die = punishing.

Challenge is what you face before you die. Punishment comes after.

A hard game is challenging.

The punishments make the game easier for two reasons:
- players will actively avoid challenges (the point of punishment, after all, is to change behavior)
- the devs _cannot_ design challenging content that requires multiple deaths to understand and overcome.


Ugh this AGAIN?
1. You need more of incentive
2. Since xp loss happens AFTER you die, what does it have to do with game balance?

Dying multiple times isnt what makes something challenging it’s what makes a build BAD
300k players down btw
So many OLD CUSTIE GATEKEEPERS in this game.
"
Orion_3T#9801 wrote:

Wow, you make it sound like Wackford Squeers' Dotheboys Hall School for Boys.

It's a game, not school and not a job. It's supposed to be fun not something that tries to discipline its players.


So now you're saying that a game is fun when playing badly doesn't get penalized. Here we go again. You just straight up admitted it. Non-challenge is apparently fun. I disagree. I think the lack of challenge means its not a game, you're playing a DVD menu where you press buttons and you get a colorful Congratulations on the screen. Thats not engaging or fun.
"
Ugh this AGAIN?
1. You need more of incentive
2. Since xp loss happens AFTER you die, what does it have to do with game balance?

Dying multiple times isnt what makes something challenging it’s what makes a build BAD


Naah its what makes a game bad.
"
Orion_3T#9801 wrote:
"
"
Orion_3T#9801 wrote:
D2 wasn't a live service so not much point people complaining about it there. And POE1 had been around long enough that any new players wouldn't feel like it was worth giving feedback on.


WRONG, new players since the beginning of Poe and throughout its entire lifetime have been giving feedback asking for xp loss to go away, this has not stopped for over 10 years. You guys are just the next batch of new players that have to figure it out.


I may have misunderstood what was meant by it not being an issue. I thought I was being charitable in taking it to mean it wasn't controversial and there weren't many complaints about it.

If that's not the case, and there were in fact lots of complaints, then I would say the point collapses entirely and becomes demonstrably false. Clearly it drove players away, because the majority do not engage with forums. Assuming GGG's success and profits are in some way tied to player retention, which seems a reasonable assumption, then that means it would definitely be an issue.


200k players on a Thursday morning during the work week one month after early access release is incredible retention. This should be even more of an eye opener if you’re under the impression or feel that the game is in a bad state. Balance is a problem, but look at how other ARPGs charts look through their history, and you’ll realize they are doing great by comparison
"
MEITTI#3999 wrote:
"
Orion_3T#9801 wrote:

Wow, you make it sound like Wackford Squeers' Dotheboys Hall School for Boys.

It's a game, not school and not a job. It's supposed to be fun not something that tries to discipline its players.


So now you're saying that a game is fun when playing badly doesn't get penalized. Here we go again. You just straight up admitted it. Non-challenge is apparently fun. I disagree. I think the lack of challenge means its not a game, you're playing a DVD menu where you press buttons and you get a colorful Congratulations on the screen. Thats not engaging or fun.


This is such an egregious straw man I am starting to think you are doing it deliberately.

I was referring to the way it was implied players should be punished in order to modify their behaviour, presumably to conform to that intended by someone else. The tone was what invited my Dickens reference, I think it was apt.

Most people these days understand that incentives for doing well generally work far better than punishing mistakes. And that while punishment has its place in society in general, and is sometimes necessary for deliberate violations or otherwise egregious behaviour that has a negative impact on others (none of which apply here) as it is generally an unpleasant experience it doesn't have much place in an activity that's supposed to be enjoyable.

And not once have I argued or implied that there shouldn't be a challenge, quite the opposite. Challenge is fun. Being overly punished for attempting to overcome a challenge is not. It just discourages trying again.
Last edited by Orion_3T#9801 on Jan 9, 2025, 10:49:20 AM
"
Toforto#2372 wrote:
"
Ugh this AGAIN?
1. You need more of incentive
2. Since xp loss happens AFTER you die, what does it have to do with game balance?

Dying multiple times isnt what makes something challenging it’s what makes a build BAD


Naah its what makes a game bad.



Brilliant argument, great job, you’re lvl 100 now for that!
Stop with bashing each other's opinion. It's clear that every single person have it's own definition of fun and what is challenging.

The problem is that we are on the same playing space and everyone will want to have it's own idea over the other. I don't care if your new or runs POE in their blood, but i think you guys would agree that there is only one universal truth for this game -- what makes MOST people happy will benefit GGG by having more player retention, more player retention will most likely equate to more profit for the game, and more profit means more budget to expand and make the games better and better.

If you have an idea, share it as your own opinion. Don't shove it someone else's mouth if they don't like it. Have a healthy discussion instead.

Name calling and just bashing just seems too immature. People like these are like fortnite players for ARPG.

You can't make other people understand if you are toxic, you'll just sound like an A-hole.

Don't be an A-hole.

These people needs to grow up.

Report Forum Post

Report Account:

Report Type

Additional Info