XP loss on death is probably the #1 thing that needs to be addressed at the moment. It needs to go, like yesterday. Game is unplayable at high levels with it. Play 20 maps, die once, lose all the XP you spent hours farming. It's beyond demoralizing. The damn game doesn't give you items worth a damn, so the only real way a person can get power from playing the game is by leveling up. If you aren't going to give us items, at least give us that.
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Posted bywhowe1#7244on Dec 28, 2024, 9:51:06 PM
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Ngl I feel like the ones whining about lack of xp loss making the game easier are the ones who think this non-achievement would matter even less. This is redactive type of game design, and no one gives a flying fuck if you achieved max level or not, neither here in poe2 or in poe1. I am baffled how poe1 elitists still trying to claim max level is some sort of achievement. Live news everyone, it isn't.
This sort of bad game design doesn't belong in a good game. XP loss, since the days of Everquest, has been considered dogshit and for a good reason removed with a game like World of Warcraft. It's lazy attempt at difficulty only leading to tedious trash that no one enjoys and leads to players leaving the league because they are actually losing progress
It's odd that they're defending the XP Loss so fervently. Especially odd because I honestly can't think of another game that has XP loss in it, aside from diablo 2 and PoE. Most games got rid of the mechanic years ago.
The original mechanic came at a time in Diablo 2, when there was a severe lack of content, and adding in a mechanic like this, padded peoples game time. The same thing happened in WoW with quest designs, travelling, sitting in raids for 5 hours. It's padding. It's not there to make the game more difficult. It's to give people a goal of max level, and then making it difficult to do so people spend more time on it.
PoE doesn't need it though. The amount of content in the game surpasses Diablo 2 10x over. There are other ways to implement systems that promote players to learn and adapt.
Want to know why? Tryhards. They think it gives some sort of achievement to beat those tedious designs.
I have one suggestion to them. Play FromSoft games, THAT is how you make games difficult, not just some half assed tedious barbed wires on the wall. People don't play ARPGs for tedious mechanics, nor do they play souls games for xp loss or loss of map progress
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Posted byConradN7#7540on Dec 28, 2024, 9:56:13 PM
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Ngl I feel like the ones whining about lack of xp loss making the game easier are the ones who think this non-achievement would matter even less. This is redactive type of game design, and no one gives a flying fuck if you achieved max level or not, neither here in poe2 or in poe1. I am baffled how poe1 elitists still trying to claim max level is some sort of achievement. Live news everyone, it isn't.
This sort of bad game design doesn't belong in a good game. XP loss, since the days of Everquest, has been considered dogshit and for a good reason removed with a game like World of Warcraft. It's lazy attempt at difficulty only leading to tedious trash that no one enjoys and leads to players leaving the league because they are actually losing progress
It's odd that they're defending the XP Loss so fervently. Especially odd because I honestly can't think of another game that has XP loss in it, aside from diablo 2 and PoE. Most games got rid of the mechanic years ago.
The original mechanic came at a time in Diablo 2, when there was a severe lack of content, and adding in a mechanic like this, padded peoples game time. The same thing happened in WoW with quest designs, travelling, sitting in raids for 5 hours. It's padding. It's not there to make the game more difficult. It's to give people a goal of max level, and then making it difficult to do so people spend more time on it.
PoE doesn't need it though. The amount of content in the game surpasses Diablo 2 10x over. There are other ways to implement systems that promote players to learn and adapt.
Want to know why? Tryhards. They think it gives some sort of achievement to beat those tedious designs.
I have one suggestion to them. Play FromSoft games, THAT is how you make games difficult, not just some half assed tedious barbed wires on the wall. People don't play ARPGs for tedious mechanics, nor do they play souls games for xp loss or loss of map progress
One of the things I've got from playing dozens of other games over the years. Is a perspective that many don't, who largely enjoy only one game.
Perspectives on the things that people do enjoy, and don't enjoy is one of them. As well as the reasoning some people really value mechanics like this, and it's almost always tied into ego.
Being good at the game, or at least, better than others. Is a superiority ploy for many. It doesn't matter that it frustrates other players and has them quitting if that same person can just say "Yeah, well maybe the game just isn't for you!" or "Have you tried a different build? I don't get one shot!".
That's what you read when you read most of the comments about it too. One person will say this is a frustrating mechanic and makes the game unfun for me, and someone will immediately respond with an emotional response, or an insult, or dismissiveness.
In the real world. Most games don't have the mechanic because it actively frustrates players. There's nothing wrong with friction in a game that's intended to get you to slow down and think about your builds or items. XP loss on death however, is just simply a bad way of doing it.
Will the players here, defending it, recognize that? No, probably not. Because it doesn't matter what the mechanic is. They'll usually defend it, because it lets them be above other people. This really comes down to them confronting their ego's, and asking themselves what is actually fun for them, and others. Listening to others opinions, rather than trying to one up them.
It's like we're in kindergarten in this thread.
I especially like the amount of people that have spent thousands of hours in the game, or even 20-30 years gaming, lacking the awareness that most players don't play the game like they do, and they don't have the same skills built over decades, and most don't value the same things they do. 10% vs the other 90% of players.
Last edited by Akedomo#3573 on Dec 28, 2024, 11:32:49 PM
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Posted byAkedomo#3573on Dec 28, 2024, 10:47:44 PM
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One of the things I've got from playing dozens of other games over the years. Is a perspective that many don't, who largely enjoy only one game.
Perspectives on the things that people do enjoy, and don't enjoy is one of them. As well as the reasoning some people really value mechanics like this, and it's almost always tied into ego.
Being good at the game, or at least, better than others. Is a superiority ploy for many. It doesn't matter that it frustrates other players and has them quitting if that same person can just say "Yeah, well maybe the game just isn't for you!" or "Have you tried a different build? I don't get one shot!".
That's what you read when you read most of the comments about it too. One person will say this is a frustrating mechanic and makes the game unfun for me, and someone will immediately respond with an emotional response, or an insult, or dismissiveness.
In the real world. Most games don't have the mechanic because it actively frustrates players. There's nothing wrong with friction in a game that's intended to get you to slow down and think about your builds or items. XP loss on death however, is just simply a bad way of doing it.
Will the players here, defending it, recognize that? No, probably not. Because it doesn't matter what the mechanic is. They'll usually defend it, because it lets them be above other people. This really comes down to them confronting their ego's, and asking themselves what is actually fun for them, and others. Listening to others opinions, rather than trying to one up them.
It's like we're in kindergarten in this thread.
I especially like the amount of people that have spent thousands of hours in the game, lacking the awareness that most players don't play the game like they do, and don't value the same things they do. 10% vs the other 90% of players.
+1
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Posted byFhrek#4437on Dec 28, 2024, 10:52:25 PM
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Akedomo, I couldn't agree more.
Last edited by RootwallaTL#1578 on Dec 28, 2024, 11:56:13 PM
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Posted byRootwallaTL#1578on Dec 28, 2024, 11:53:28 PM
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Negative feedback could be :
"I think the ratio of time spent in maps for this amount of XP in opposition to the risks taken while fighting occasional Uber bosses is slighlty off ; resulting in a much harder leveling for the last 5-10 levels while mainly playing a balanced hybrid defence/offence build in magic to rare maps, with 2-4 affixes, between t12 and t16."
But instead we have :
"Remove XP penalty, it's useless and I hate it. GGG makes all of us lose our time. I can't progress with my glasscanon, I get one shoted by white mobs from offscreen in T18 fully juiced WTF, losing my citadel, map, and all my XP earned in a full week on top of it. It's a trash game, dead in one week time for sure. I'll sue you for wasting my precious time. Freaking no-lives hc egomaniacs elitists ruined again a great casual game with 50yo dumb mecanics. Please nerffff".
Go figure.
The feelings of others matter.
You don't recognize them as valid, which is what the issue is. Wake up. A good game company translates the feelings into changes. It's not up to a player to make suggestions or give feedback in the way you want it to be given. And even when it has, you're still arguing with people. There's tons of your posts in here. It's crazy. Take a break man.
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think about it. do you rly want to balance a "grinding" game around casuals with the peak reachable easy for everyone? there is no reason to play if youre done after 4 days. people want goals to achieve. if everybody reaches a goal, achieving it is worthless. and there has to be something for the people that want to grind something. lvls are not mandatory for anything, so its fine.
Why does PoE 2 need to be based around grinding? We have PoE 1 that's grind central. Do we really need.. two games to grind? Think about it, because you like grinding, right? Well, grinding two games is really difficult and even more time consuming. Which one will you pick?
It's funny that you mention grinding too, because when games are good. People will play them for decades. Completely as casuals. Just look at DotA, or League. I have 6000 hours in DotA on steam, and I was playing DotA allstars back when it was first coming out in WC3. I never cared to be good at the game, and I still enjoyed it either way.
PoE 2 has no need to be forced into a grinding game category to do well, and defending this stance is basically asking for PoE 1 to be neglected.
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no apologie needed, i understand your take. you should not focus on getting some levels at the end or not.
like i said, the higher you go, the harder it gets.
if you dont want to invest the same amount as somebody else, you should get less in return. no matter if its levels or anything else. i think its fair.
but they should give us 6 portals back so waystones and content doesnt brick instantly.
If the effective max level for people is 90. Then they can just get rid of the extra 10 levels.
People should be able to get to these levels within reasonable time-frames if they exist. Not everyone can sit and play PoE for 6, 7, 8+ hours a day. If I have 2 hours to play, I don't want to play for 1.9 hours, and then get distracted by my girlfriend coming into the room to remind me we have to go do something, and then I die to a random enemy that kills me while I'm looking away from the computer, losing 2 hours of my time.
This never has been a good mechanic, and it never will be. There's at least another dozen ways to solve the issue of gating players and forcing them to consider their builds/gear. And they're much more effective. And largely, if you start dying in PoE, you'll just keep dying. You might be able to bruteforce your way through a boss, but the next maps get harder and harder.
Games that force grinding in them, play heavily off peoples ego's, and addictive tendencies. And GGG has even thrown in some gambling with the orbs. And if you take a look at it even further. The fact that you're forced to stay online to trade further reinforces all of these things.
This game is unhealthy. And people are trying to tell you it's unhealthy, and your ego is getting in the way of this realization. It's unhealthy because of the time required, it's unhealthy because of the frustrations built into the gameplay, and it's unhealthy because of the mindset it breeds in people. Superiority complexes, and looking down on 'casuals', as if they don't make up like 90% of gamers worldwide. And it's unhealthy because of the way GGG has implemented the ways to keep you engaged in the game. Ways that aren't fun, and are instead rather frustrating. Which is ultimately what games are about, Fun.
Addicts get into a cycle that's very similar to abusive relationships with video games like this. Where it's frustration and more frustration. But you'll keep playing because maybe, just maybe, you'll get that unique you've been wanting and it'll all be worth it. Except, the games never going to change. It's just going to keep love bombing you. And you'll keep defending it.
Last edited by Akedomo#3573 on Dec 29, 2024, 3:13:17 AM
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Posted byAkedomo#3573on Dec 29, 2024, 2:42:24 AM
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Negative feedback could be :
"I think the ratio of time spent in maps for this amount of XP in opposition to the risks taken while fighting occasional Uber bosses is slighlty off ; resulting in a much harder leveling for the last 5-10 levels while mainly playing a balanced hybrid defence/offence build in magic to rare maps, with 2-4 affixes, between t12 and t16."
But instead we have :
"Remove XP penalty, it's useless and I hate it. GGG makes all of us lose our time. I can't progress with my glasscanon, I get one shoted by white mobs from offscreen in T18 fully juiced WTF, losing my citadel, map, and all my XP earned in a full week on top of it. It's a trash game, dead in one week time for sure. I'll sue you for wasting my precious time. Freaking no-lives hc egomaniacs elitists ruined again a great casual game with 50yo dumb mecanics. Please nerffff".
Go figure.
The feelings of others matter.
You don't recognize them as valid, which is what the issue is. Wake up. A good game company translates the feelings into changes. It's not up to a player to make suggestions or give feedback in the way you want it to be given. And even when it has, you're still arguing with people. There's tons of your posts in here. It's crazy. Take a break man.
Why does PoE 2 need to be based around grinding? We have PoE 1 that's grind central. Do we really need.. two games to grind? Think about it, because you like grinding, right? Well, grinding two games is really difficult and even more time consuming. Which one will you pick?
It's funny that you mention grinding too, because when games are good. People will play them for decades. Completely as casuals. Just look at DotA, or League. I have 6000 hours in DotA on steam, and I was playing DotA allstars back when it was first coming out in WC3. I never cared to be good at the game, and I still enjoyed it either way.
PoE 2 has no need to be forced into a grinding game category to do well, and defending this stance is basically asking for PoE 1 to be neglected.
If the effective max level for people is 90. Then they can just get rid of the extra 10 levels.
People should be able to get to these levels within reasonable time-frames if they exist. Not everyone can sit and play PoE for 6, 7, 8+ hours a day. If I have 2 hours to play, I don't want to play for 1.9 hours, and then get distracted by my girlfriend coming into the room to remind me we have to go do something, and then I die to a random enemy that kills me while I'm looking away from the computer, losing 2 hours of my time.
This never has been a good mechanic, and it never will be. There's at least another dozen ways to solve the issue of gating players and forcing them to consider their builds/gear. And they're much more effective. And largely, if you start dying in PoE, you'll just keep dying. You might be able to bruteforce your way through a boss, but the next maps get harder and harder.
Games that force grinding in them, play heavily off peoples ego's, and addictive tendencies. And GGG has even thrown in some gambling with the orbs. And if you take a look at it even further. The fact that you're forced to stay online to trade further reinforces all of these things.
This game is unhealthy. And people are trying to tell you it's unhealthy, and your ego is getting in the way of this realization. It's unhealthy because of the time required, it's unhealthy because of the frustrations built into the gameplay, and it's unhealthy because of the mindset it breeds in people. Superiority complexes, and looking down on 'casuals', as if they don't make up like 90% of gamers worldwide. And it's unhealthy because of the way GGG has implemented the ways to keep you engaged in the game. Ways that aren't fun, and are instead rather frustrating. Which is ultimately what games are about, Fun.
Addicts get into a cycle that's very similar to abusive relationships with video games like this. Where it's frustration and more frustration. But you'll keep playing because maybe, just maybe, you'll get that unique you've been wanting and it'll all be worth it. Except, the games never going to change. It's just going to keep love bombing you. And you'll keep defending it.
You are acting entitled, asking to get what others more involved people get with their time without spending as much time yourself, or to remove their endgoals' difficulty so you can reach their too. It's not fair for them.
You are acting like a victim, because if other players are playing the game better than you, you think they look down on you for doing so. That's your own issue, as a player reaching a hard goal has the right to be proud of his own accomplishment. If you have a problem with it, it is -your- problem : you feel jealous, envious, and intimidated, even though nobody said anything to you or even bragged about it. That's even weirder because PoE is mostly a solo game.
Now you don't understand why PoE2 is a grinding game. Bruh, the company that makes the game is called "Grinding Gear Games", on reference of the playstyle of grinding gear items. Are you that clueless ?
Now, you start to realize the ENDLESS ENDGAME is a unhealthy time sink. Please read again. It's a ENDLESS ENDGAME. See those words ? It means it's without end, and after the game. Get it ? No ? Fine, let's explain : every video game with a endgame offer the option for the players to keep playing the game after it is finished, roughly for ever. No, it's not healthy to play forever, for sure. But it's not the game, it's after the game, once the campaign is done, which is what everybody, casuals and tryhards, can enjoy together. How do you offer a endless experience to those willing to continue ? Generally with a lot of RNGs for variation, side goals that take a lot of time to reach, and the usual infinite trading experience.
What YOU want is the endgame experience and side goals to be made part of the base game, aka the campaign, because you want to reach those goals as a casual without spending the endless time required to reach it. If GGG did so, they wouldn't have a endgame for people to keep playing forever anymore, would they ?
The problem you have, as an entitled casual, is to think clearing the endgame is the mandatory experience to enjoy the game as a whole. It's not. The campaign is enough. There is nothing wrong with buying a game 30$, clearing the campaign in 50-100H, having a simple glance at the endgame, and putting the game down to do something else. Maybe make one other character to redo the campaign with more currency in the chest, maybe explore the possibilities of the Atlas for the fun of it, but that's it. IT'S OKAY. Respect yourself, your limit, and your time.
But if you want -everything- the ENDLESS ENDGAME has to offer, and complain that it is too much, to hard, and too long to obtain, you just don't understand what the ENDLESS ENDGAME is about, and who it is for. You aren't entitled to get it all just "because it exist".
Change your mindset.
Last edited by dwqrf#0717 on Dec 29, 2024, 5:29:25 AM
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Posted bydwqrf#0717on Dec 29, 2024, 5:08:16 AM
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It truly is disappointing to see just how obsessed people are for this archaic game feature.
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Posted bymrfox123#7595on Dec 29, 2024, 6:00:15 AM
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dwqrf#0717 hit the nail on the head. The endgame is not long and arduous and unfinishable for most by accident, that's the entire design.. the design that has us loving GGG for being the best at endgame in the industry.
POE2 is a massive improvement to mainstream appeal over POE1, and the player numbers show it. However, it is still GGG, and they delivered the type of endgame they are known for (even if a bit rough in EA).
I suspect (hope) in the final release, they will have a big juicy end-of-campaign cutscene that will make finishing the campaign feel a bit more like a satisfying completion of the story saga.. which will give many people the sense of completion they want from the campaign.
And as for why people want endgame. It's not superiority or ego, as this is a single player game. We're not strutting around in Ironforge or Stormwind with our RAID gear, that's for WoW nuts. It's because we want to challenge *ourselves*, because other games are just too easy. That's why after many people get good, they switch to SSF, and after that SSF Hardcore... because they are looking for *even more personal challenge*.
I struggle to enjoy POE1 for more than just the league minigames, because the endless death boss fights in the campaign, and the overpowered builds, make the game too easy and mindless. I prefer POE2, as it provides a greater sense of overcoming challenges.... build challenges, boss challenges, gear challenges, crafting challenges, endgame challenges.
I really enjoy how POE2 has increased the difficulty of softcore, beacuse hardcore has always seemed a bit unfair because of the untelegraphed one-shots and unavoidable random deaths.
if everyone could complete the entire endgame, it would not be an accomplishment to do it.
Last edited by KuroSF#6521 on Dec 29, 2024, 6:22:18 AM
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Posted byKuroSF#6521on Dec 29, 2024, 6:21:05 AM
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This sort of bad game design doesn't belong in a good game. XP loss, since the days of Everquest, has been considered dogshit and for a good reason removed with a game like World of Warcraft. It's lazy attempt at difficulty only leading to tedious trash that no one enjoys and leads to players leaving the league because they are actually losing progress
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Well said.
I just got one-shot by a fireball that came through a wall. I run capped resis, play hella careful but bääääm, hours of progress erased. I think I'm done with this game. At 83 now, each level takes forever. I feel I can never try stuff or be risky because the fear of losing hours of progress looms over everything. Kinda exciting but in the end kinda shite.
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Posted byShockshell#1301on Dec 29, 2024, 6:41:55 AM
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