"
"
I am pretty sure GGG has a history of not giving a fuck about a vast majority of players, and thats why PoE is good, and why PoE 2 will be good. Xp penalty on death existed for years, and as someone who dies 50-100 times per league, it doesn't bother me at all. Fear not, everyone who doesn't like -10% xp on death (that must exist), one portal maps that punish bad builds or oneshots (that should exist kinda) can leave, and the game will be fine too. The long runback to bosses I believe they will fix when they introduce more checkpoints and teleport to checkpoints, so that will hopefully be gone.
You were right up until "and that's why"
No, that's why it's going to be a mid-game just like POE 1 was. The only reason that many people played POE 1 was the build diversity, the fact that it was F2P and a HUGE chunk of the people playing were farming bots.
We don't have build diversity in POE 2 yet. One can hope we will, but if they keep copy/pasting stuff from POE 1 we will have the EXACT SAME STUFF as we did in POE 1.
Not great.
Plus their lack of understanding that literally no other newer games have non-recoverable exp penalties and punishing mechanics for no other reason than "just because" is why this will be the same and end up with more bots than players for the first 3 weeks of every season.
Why can't people understand the purpose of XP loss? It didn't just pop into existence randomly. It has a purpose, the purpose is to gatekeep bad builds from level 100. Level 90 is enough for a build, builds aren't planned around level 100.
BTW PoE1's playerbase kept steadily growing for 10 years, calling the game "mid" is a lil bit delusional, mid games die in a couple. PoE 2 right now is a husk, 12/36 ascendancies, ~50% of gems, ~50% of weapons, raw skill tree. On release there will be build diversity.
Also I don't know what cosmic vision told you there is a bot problem, GGG uses server-side statistics to detect farming bots, if i remember correctly those bots then get no loot for killing mobs. There are farming bots in every game with RMT, its inescapable, but PoE definitely has less problems with bots than games like, lord have mercy, World of Warcraft.
Trading bots are fine, nobody cares about them. If they ever improve trading of non-currency items those bots will be gone too, but will they improve it? Time will tell.
|
Posted byKumawaka#4636on Dec 30, 2024, 7:44:01 PM
|
"
"
XP loss exists so that every fucking loser playing his hypothetical CI Deadeye with Sunder with 1k ES doesn't get level 100 for simply existing. Bad builds don't deserve level 100. You gotta deserve that level. Otherwise level 90 is enough to have a perfectly functional character.
Bad builds will still make to level 100 the same way good builds will - by doing easy content. Or they'll just buy a carry.
My personal belief is that GGG is going to sell "time savers", either a direct level 100 boost or XP buffs. The game design is just so blatantly geared toward time-wasting tedium that it's hard to imagine it isn't by design.
Oh, and if the game remains the same and GGG doesn't sell them - someone else will come in to fulfill that market need.
They are not going to do that, the company is not called "Blizzard", there won't be actual P2W ever unless Chris, Jonathan and Mark get abducted by aliens. Buying a carry is a thing that exists in PoE1, just like it exists in literally every game ever made. They are not stopping it either.
Also good luck getting level 100 by doing low tier content XD. Nobody stops people from running 500(maybe more) low level maps just to go from level 99 to 100, its an option for sure, go for it. Gotta get to level 99 first though.
Last edited by Kumawaka#4636 on Dec 30, 2024, 7:51:06 PM
|
Posted byKumawaka#4636on Dec 30, 2024, 7:50:38 PM
|
"
"
"
I totally agree with the Anduvriel#4240 post. That's the point, I've spent 200hours playing with my monk and I reached 91 lvl, done T18 bosses for unlocking their points and now I'm in a point that invest time making Maps and dying and loosing all the EXP invested it's the worst feeling ever felt playing a game.
Then I quited the game and I'm waiting if they will change the EXP loss. If not, 200 hours invested in a 30$ game feels worth... but I can't understand what's the point of loosing EXP in a game.
So if you haven't read what I posted, exp loss has multiple implications and the most prominent is keeping builds diverse. If exp loss was remove and together with 1 portal on death, then the only thing that will matter is "DPS". If there is no consequences when you die, why build defense? You see how POE 2 will turn into a shallow game if that happens.
What people are seeing right now is just the immediate and do not think "what will this do when this is implemented?". The reasoning "then make another server", isn't really "feasible" unless GGG makes a POE 2 "Softcore (easy)" server, that is "if".
Are you sure about that claim? Playing a build with zero defense won't get you to far, will it? You will still have to redo the content, right? You will not gain any rewards, right? There are plenty of games without death penalty that have very good build diversity..
My claim is opposite to yours - I think that build diversity is killed by the death penalty far more than it would be killed by its lack. If I can die easily to stupid oneshot off screen and lose everything I put and some of what I already had which build will I choose? Any that I like? No, only the ones that let me survive as much as possible while dealing enough damage. Ultra top meta dps with the most broken packed defense layers the game has to offer. Why top dps - cause than it's far easier to cut something for even more defenses, easier to find items.
Isn't that exactly what is happening in poe hardcore? Where the death penalty is the biggest there can be? Have you ever compared build diversity between hardcore and softcore in a league? Which do you think has better? That is something you can actually check.
I will let you do it to prove your claim. Show us the proof that the more death penalties in poe the more build diversity we will see. Show us that there are more unique different skills and classes used by 100lvl hc characters than softcore ones in the ladder, its a pretty good sample of 10k chars. I don't know which one of us is right, but I am willing to agree to your claim if you can prove it.
Although I think you will not do it and just go claiming, " but but hc is its own thing" - yeah it's death penalties to the fullest by the definition - end of the line. You can't punish a player more than that (well maybe ggg could introduce one char per league to do hc*2). Jokes aside, I believe you are wrong on this topic and you are constantly omitting the extreme costs that the death penalty puts on the game. Look up my previous post in this thread. I am open for discussion.
The proof the you wanted isn't something an individual can give you but if you think and observe carefully, there are already builds out there that deletes pinnacle bosses in less than 5 seconds and they "put" a bit of defense/ehp to actually not die in one flick. Now if you cannot see what your "removal" of penalty is going to entail if builds like this exist now, then you may have a problem. In the first place, asking someone to provide proof when you yourself don't provide one is kinda rude? Where is your proof that build diversity will broaden when exp penalty is removed? Aren't you thinking backwards? Why would you build defense if dying doesn't have consequences much less have 6 portals? You're gonna say "Oh, no I will still build defense even if exp loss was removed" like, who are you lying too?
I know that there are a lot of games that do not have penalty when dying, those games are made that way, POE is made this way, what's there to compare?
Last edited by iMirageX#4580 on Dec 30, 2024, 8:38:58 PM
|
Posted byiMirageX#4580on Dec 30, 2024, 8:35:07 PM
|
"
"
"
I am pretty sure GGG has a history of not giving a fuck about a vast majority of players, and thats why PoE is good, and why PoE 2 will be good. Xp penalty on death existed for years, and as someone who dies 50-100 times per league, it doesn't bother me at all. Fear not, everyone who doesn't like -10% xp on death (that must exist), one portal maps that punish bad builds or oneshots (that should exist kinda) can leave, and the game will be fine too. The long runback to bosses I believe they will fix when they introduce more checkpoints and teleport to checkpoints, so that will hopefully be gone.
You were right up until "and that's why"
No, that's why it's going to be a mid-game just like POE 1 was. The only reason that many people played POE 1 was the build diversity, the fact that it was F2P and a HUGE chunk of the people playing were farming bots.
We don't have build diversity in POE 2 yet. One can hope we will, but if they keep copy/pasting stuff from POE 1 we will have the EXACT SAME STUFF as we did in POE 1.
Not great.
Plus their lack of understanding that literally no other newer games have non-recoverable exp penalties and punishing mechanics for no other reason than "just because" is why this will be the same and end up with more bots than players for the first 3 weeks of every season.
Why can't people understand the purpose of XP loss? It didn't just pop into existence randomly. It has a purpose, the purpose is to gatekeep bad builds from level 100. Level 90 is enough for a build, builds aren't planned around level 100.
BTW PoE1's playerbase kept steadily growing for 10 years, calling the game "mid" is a lil bit delusional, mid games die in a couple. PoE 2 right now is a husk, 12/36 ascendancies, ~50% of gems, ~50% of weapons, raw skill tree. On release there will be build diversity.
Also I don't know what cosmic vision told you there is a bot problem, GGG uses server-side statistics to detect farming bots, if i remember correctly those bots then get no loot for killing mobs. There are farming bots in every game with RMT, its inescapable, but PoE definitely has less problems with bots than games like, lord have mercy, World of Warcraft.
Trading bots are fine, nobody cares about them. If they ever improve trading of non-currency items those bots will be gone too, but will they improve it? Time will tell.
At this point this is almost asking too much but before posting at least pretend you read the thread, there are now 70pages and this stuff you posted was already talked about. Level 100 is not an achievement or anything in the same boat and gating it plays against player expectations and will eventually lead to it becoming bot of exile, where granted the rmt is not as profitable since there are not that many players (~10k) compared to the massive profit in other games, and farming t15 unjuiced maps is the opposite of challenging for basically any build or non functional build there is. Besides, PoE1 already exists for people who like to pretend as such.
Alternatively, as has been mentioned plenty of times, simply make these things optional for greater reward.
|
Posted byBK2710#6123on Dec 30, 2024, 8:35:18 PM
|
"
The proof the you wanted isn't something an individual can give you but if you think and observe carefully, there are already builds out there that deletes pinnacle bosses in less than 5 seconds and they "put" a bit of defense/ehp to actually not die in one flick. Now if you cannot see what your "removal" of penalty is going to entail if builds like this exist now, then you may have a problem. In the first place, asking someone to provide proof when you yourself don't provide one is kinda rude? Where is your proof that build diversity will broaden when exp penalty is removed? Aren't you thinking backwards? Why would you build defense if dying doesn't have consequences much less have 6 portals? You're gonna say "Oh, no I will still build defense even if exp loss was removed" like, who are you lying too?
That ones very easy, I cannot believe you would make your own argument so weak. What's the most popular class again in the genre? Ah yes, Paladin.
What do (many) people do (and think) when they think of this class?
Dude in heavy armor who tanks it all and smacks people with divine lightning.
They imagine running around in a Shield and repelling all attacks, a tank. It fulfills a fantasy, people want to do that in an action ROLE PLAYING game. Fulfill their own fantasy.
People like beefy builds because it fulfills a fantasy and is fun.
Same reason some like summoners whether they are bad or not.
You are so distanced from reality it is shocking sometimes, play other games and interact with people so you can understand how the average person operates because this is becoming an obstacle to your own perception of reality.
|
Posted byBK2710#6123on Dec 30, 2024, 8:41:41 PM
|
Not necessarily true for everyone. I’m a beefy DILF irl so I normally gravitate towards squishy glass canons in ARPGs.
|
Posted byN3vangel#0037on Dec 30, 2024, 9:01:32 PM
|
"
"
The proof the you wanted isn't something an individual can give you but if you think and observe carefully, there are already builds out there that deletes pinnacle bosses in less than 5 seconds and they "put" a bit of defense/ehp to actually not die in one flick. Now if you cannot see what your "removal" of penalty is going to entail if builds like this exist now, then you may have a problem. In the first place, asking someone to provide proof when you yourself don't provide one is kinda rude? Where is your proof that build diversity will broaden when exp penalty is removed? Aren't you thinking backwards? Why would you build defense if dying doesn't have consequences much less have 6 portals? You're gonna say "Oh, no I will still build defense even if exp loss was removed" like, who are you lying too?
That ones very easy, I cannot believe you would make your own argument so weak. What's the most popular class again in the genre? Ah yes, Paladin.
What do (many) people do (and think) when they think of this class?
Dude in heavy armor who tanks it all and smacks people with divine lightning.
They imagine running around in a Shield and repelling all attacks, a tank. It fulfills a fantasy, people want to do that in an action ROLE PLAYING game. Fulfill their own fantasy.
People like beefy builds because it fulfills a fantasy and is fun.
Same reason some like summoners whether they are bad or not.
You are so distanced from reality it is shocking sometimes, play other games and interact with people so you can understand how the average person operates because this is becoming an obstacle to your own perception of reality.
Another lie.
Just google already tells you people 'd rather play assassins, rangers and mages instead of paladins in poe, actually down in the bottom of the %played.
|
Posted bydwqrf#0717on Dec 30, 2024, 9:14:51 PM
|
"
"
The proof the you wanted isn't something an individual can give you but if you think and observe carefully, there are already builds out there that deletes pinnacle bosses in less than 5 seconds and they "put" a bit of defense/ehp to actually not die in one flick. Now if you cannot see what your "removal" of penalty is going to entail if builds like this exist now, then you may have a problem. In the first place, asking someone to provide proof when you yourself don't provide one is kinda rude? Where is your proof that build diversity will broaden when exp penalty is removed? Aren't you thinking backwards? Why would you build defense if dying doesn't have consequences much less have 6 portals? You're gonna say "Oh, no I will still build defense even if exp loss was removed" like, who are you lying too?
That ones very easy, I cannot believe you would make your own argument so weak. What's the most popular class again in the genre? Ah yes, Paladin.
What do (many) people do (and think) when they think of this class?
Dude in heavy armor who tanks it all and smacks people with divine lightning.
They imagine running around in a Shield and repelling all attacks, a tank. It fulfills a fantasy, people want to do that in an action ROLE PLAYING game. Fulfill their own fantasy.
People like beefy builds because it fulfills a fantasy and is fun.
Same reason some like summoners whether they are bad or not.
You are so distanced from reality it is shocking sometimes, play other games and interact with people so you can understand how the average person operates because this is becoming an obstacle to your own perception of reality.
Are we both playing POE 2? Because my POE 2 client is open right now and I cannot see any Paladins? Are you like..... okay? You're not lost right?
Kindly disregard my post if you are still stuck in your alternate reality.
Last edited by iMirageX#4580 on Dec 30, 2024, 9:44:57 PM
|
Posted byiMirageX#4580on Dec 30, 2024, 9:44:27 PM
|
"
The proof the you wanted isn't something an individual can give you but if you think and observe carefully, there are already builds out there that deletes pinnacle bosses in less than 5 seconds and they "put" a bit of defense/ehp to actually not die in one flick. Now if you cannot see what your "removal" of penalty is going to entail if builds like this exist now, then you may have a problem. In the first place, asking someone to provide proof when you yourself don't provide one is kinda rude? Where is your proof that build diversity will broaden when exp penalty is removed? Aren't you thinking backwards? Why would you build defense if dying doesn't have consequences much less have 6 portals? You're gonna say "Oh, no I will still build defense even if exp loss was removed" like, who are you lying too?
I know that there are a lot of games that do not have penalty when dying, those games are made that way, POE is made this way, what's there to compare?
First you claimed something and I called it untrue until provided proof. I stated that I would claim the opposite. You made the initial claim so it's on you to provide proof of that.
I just told you exactly in my post how an individual like yourself can do that, it's called poe.ninja and the answer is I am right, softcore has more build diversity than hardcore, thus increasing penalties for death does not lead to bigger build diversity. It's in fact the opposite.
What you meant with your claim was to say that without absolutely any penalty on death there wouldn't be any point in investing into any defense thus making a lot of stats obsolete. That is something extremely obvious as well as the fact that I don't really know any game that has no penalty for failure. Remember before you post that time is a very scarce resource in human lives that doesn't replenish nor can be bought.
If I am lying than tell me why I invested around 100 divines on my lvl 100 character to reach 120k eva and 10k es in the current league. I could have spent those resources to reach 300-450mln dps (thats around the ceiling) instead of my current 130mln dps. I am a boss killer trapper. I will repeat: i spent them after I reached lvl 100 and I am very glad I did.
|
Posted byAnduvriel#4240on Dec 30, 2024, 9:46:43 PM
|
"
Why can't people understand the purpose of XP loss? It didn't just pop into existence randomly.
Ok, let me tell you the real reason for XP loss on death, since you correctly point out people don't understand where it comes from.
It was created in Text Based MUD's like MUME (Multi-Users-in-Middle-Earth) to keep some sort of progression going. Players would play the same characters for years, and reaching max level wasn't that hard.
Losing XP (and your items) on death kept the game interesting. Mobs simply weren't a real challenge, and gave an edge to the PvP. People would bounce up and down the upper tier of levels.
When Graphical MUD's like Ultima Online and Everquest came, they kept the mechanic. It was particularly bad in Everquest, where parties simply wouldn't let you join if you didn't have optimal gear and everyone didn't have the max buffs, as the cost of dying was simply too great to allow even a slim possibility.
The next generation of MMO's kept the idea out of habit, but have consistently made the death penalty less severe over time, even removing it completely.
It serves no purpose in a game like Path of Exile 2. The challenge of the mobs is enough to gate progress. It's not a subscription or persistent game, so there's no need to artificially inflate the play time.
And - and this is the really important part - making a game punishing means you MUST make it less challenging. The hardest and most challenging video games have no death penalty. Players can fail a level a hundred times in a row and keep playing because they can get right back in and try again. Once you add in a punishment, their frustration rises exponentially.
You punish people to get them to change their behavior. In this case, it gets players to avoid challenges until they are geared and leveled enough that it is no longer challenging. That is piss poor game design.
Last edited by Mouser#2899 on Dec 30, 2024, 9:54:31 PM
|
Posted byMouser#2899on Dec 30, 2024, 9:54:02 PM
|