PoE2: One death in map and its bricked.
One minor thing - I see in this thread people are arguing this was done to combat glass cannon builds... I'll remind you, Sanctum exists in PoE2 and it's farmable.
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i dont like the idea of 1 death BUT
if the game is VERY telegraphed and has less "bullshit death" mechanics i m all for it. [Removed by Support]
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" How do you telegraph something to the player if your game's graphics design has zero visual clarity? |
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If there needs to be some map death penalty beyond losing one of your six portals, or having to run the whole map again from scratch, it should be a stacking map modifier which decreases quantity and/or rarity of items dropped on that map node, not completely bricking the map node.
Fairgraves was a slave trafficker specialized in the kidnapping and transport of children. He was not "a good man".
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" this is a valid concern. poe1 you cant see shit the hope is poe2 is better [Removed by Support]
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" I believe from memory it has been said you can still do it but it won’t port you to checkpoint but pause the game so you come back and it’s the same ‘shitstorm’ there waiting for you that caused the combat log (ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
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" Personally (assuming loot is generally better in PoE2 which we are being led to believe) would be up for 10% less rarity per portal when solo or per extra portal used when grouped. Much better than 1 death and bye bye. And ofc the 10% death xp penalty is confirmed still in poe2 and I like that as well. (ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division) Last edited by Timbo Zero#8289 on Nov 27, 2024, 1:19:49 AM
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" You can't reward by punishing. Especially while rewarding group play, which already was overly-rewarded in PoE (therefore why mageblood-printing guilds exist). Fully removing gratification from game makes the game not, well, a game. There are historical examples of online games which failed like this as for 99% player base spending a hour of play - maximum they sometimes can afford - and getting zilch from it. People get addicted because of gratification, otherwise they just move on. It punishes for any inherent inability or problem player can have, e.g. bad sight or network latency problem, especially with active fense skills). Note that some PoE regions may have permanent latency 300-400 ms for occupants of _that_ region, or random disconnects and lags exist. Disconnect always was treated same as death for knwn reason - exit-to-desktop "dodge". This alone feature would stop me or anyone I know from playing PoE2. I expirience dozens disconnects per day with no ISP faults - it's provider of game service doesn't maintain access well or some maintanace constantly happens in "big Internet", often instance crashes at weekenend which makes it impossible to play. GGG's appraoch to always have very bad visbility or all lethal effects and quite a few related bugs with transparency and stuff, e.g. invisible memory game in Maven's encounter, general "dimmness" of all effects in PoE1 which, judging by gameplay videos, was inherited by PoE2. With outdated suggestion to change settings of display and driver, which no longer work if you have newer stuff - things are better calibrated for precise representation, you can't override the game's output by much most of the time, not even on all PCs - say thanks to anyone who was cheating in CS and CoD around darkness using driver settings or modified drivers. Lost point is leveling exp. With death penalty and 5way runs monopolized in most regions and non-exisiting in some of them levelling issues aready created unhealy ecomy around carry services. WHich in some places are RMT-only, or at least there are large communities specalizing on carry through whole game. To have this revive-and-go feature (copied from Diable?) or you lost the map and potential exp and loot gain along with death penalty? it creates perfect feeding base for them. Note, there always are and will be people who would pay real money for that, that's human society you're dealing with :P Add this "reward" in the mix? I would have zero results at all. No point to try to play. Don't know anyone of my friends who play PoE1 and would play this- everyone of them full time 8/12-hour-per-day working people who actually _spent_ some money on game, we wouldn't waste time on that. We have enough stress in life to farm stress in game as well. And even if you think you're never get stressed - you're wrong. Actually that's first sign that you potentially can reach unhealthy high levels of stress. Last edited by EllAnteres#7194 on Nov 27, 2024, 1:58:03 AM
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" Isn’t something far more rewarding and meaningful when it’s challenging? Achievements carry greater weight when they require focus, learning from past mistakes, and persevering through failure with the determination to improve. Without the experience of failure, success loses its significance. Similarly, without consequences or setbacks, there’s no opportunity to build resilience or strengthen one’s will to succeed. |
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