Let’s have a respectful discussion about the experience penalty upon death.
" I also want to express my thanks for your warm consideration. | |
" Short answer is: it's very very complex. There are still logical questions of what data to include and how to present it to be useful to the player, and technical challenges around the code and infrastructure needed to support it. Currently, the client does not calculate the damage you're taking at all, as far as I know. The server does all the math. Every server tick, the server sends down a new packet of data telling the client what the players new HP value is. The server does not record every source of damage or type of damage - as soon as it does the math and gets the new HP value, it forgets every detail about where that damage came from. The client never knows what types of damage it was, only the new HP value. Sending down all of the data for everything that happened in a single server tick would be quite a bit of data, and clog up GGGs and the players bandwidth - making server issues and latency even worse than it has been lately. If they tried to store it on a server instead, that's a ton of data going into a Database every server tick for every player in the world. You can't keep that data forever so you'd have some process to remove or replace data older than like 10 seconds. That's a huge hit to their database infrastructure and would add a lot of costs to them. You could also hang the client duplicate the cost calculations, and use them non-authoritatively for the death recap - the numbers would be within rounding errors so they'd still be useful. But if the client isn't already doing those calculations it feels like it would grind to a halt if it started trying to do them now. All that adds up to it being an expensive feature to implement well, that's probably not going to actually increase their revenue to cover the cost of implementing it. All those reasons stated, I still believe they should do it. |
![]() |
" I am a defender of the death penalty though I understand the above arguments, however, these issues can be overcome either by trial and error self-learning or reading outside sources (now personally, if it takes more than 5-10 minutes of digging for info about a game I'm not going to do it, but that's also a matter of search skills). I very much like that PoE1 is unique in many ways including it's annoyances. These annoyances are a test that in total are a personal trial that if overcome give both a sense of being part of something more than most people can handle (and there are many professions and undertakings in life that offer the same) and also weed out those who would make the game a mobile-sim EZ mode game. Could they offer on-death feedback? Probably, though I've read Dev feedback on it saying probably not, but they are also not likely to do it. So leave the death penalty, as it is, and be not the snowflake, be the heat. |
![]() |
" From what I know, Torchlight Infinite shows the damage taken when you die. Of course, designing a feature from the start is completely different from adding it later, and it could be structurally impossible. If that's the case, I understand. I know POE1 is an old game and started as an indie project. Even with advanced technology now, improving an old game has its limits. As you said, this kind of improvement can be very challenging. People like me would be convinced if the developer explained the situation, but I understand that game companies aren't obligated to explain every detail. Your explanation alone was enough for me to accept it. Thanks for the thoughtful insight. | |
" Yes, learning about the game is truly enjoyable. Searching for ways to improve my build and grow is something I genuinely enjoy. However, as you pointed out, POE often makes it inconvenient to find the information you need. Explaining how to find the right Legion Jewel numbers to a newcomer is always a big challenge for me. The game's complexity and the difficulty of accessing the information I need are two very different issues. For example, if you can find the information online, there’s no need to go all the way to the library and open a book just to get it. At its core, my argument is also about improving one of these frustrating aspects. But I understand that adjusting the experience penalty involves more than just inconvenience, which makes it harder to convince others. I also agree with you about keeping the death penalty—it shouldn't be removed. However, I do wonder whether it absolutely has to be 10%. I'm curious whether even attempting a minor adjustment to help reduce players’ stress is really off-limits. | |
" Bruh. |
![]() |
" Are you proud of this racist behavior? You knew I was a human, yet treated me like a disruptive chatbot just because I used AI. Why do you continue such clearly insulting behavior, knowing exactly what it is? This only proves that you are a pitiful person. It brings you no benefit whatsoever. | |
" You are calling people racist for a disagreement in game mechanics in Path of Exile. A bit of self reflection is in order Grok jr. |
![]() |
Hi everyone,
This thread has now been locked as it is starting to become antagonistic, which breaches our forum rules. Please ensure comments or discussions adhere to our Code of Conduct, which can be found here: https://www.pathofexile.com/forum/view-thread/1457463. |