Bad mechanics and player retention -core mechanics that need a major rework

+1
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https://www.pathofexile.com/forum/view-thread/2037371 Vouch
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+1.

The Labyrinth coupled w/ EXP loss in soft-core have me convinced that this game is not for me... but I really would like to keep playing.
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Snorkle_uk написал:

its necessary for the game to have a real downside when you lose, yes. Its not a movie, its a game, theres winning and losing, playing right and playing wrong, if you play wrong and lose the outcome is not the same as it is if you play right and win. when you lose it sucks and something happens that makes you not want to lose again.

I could make an absolutely shit glasscannon noob build and die maybe once every 2 or 3 maps playing the hardest content at breakneck speeds. Why would I do anything different if that ends up more rewarding because of the speed it can farm at when the only downside is once every 3 maps I lose 1 of my 6 portals? Whats the point in having a game with all this build creativity if it doesnt matter and you can just make a shit build that fails all day long and you end up in the same place or even a better place than someone who makes a build that never fails?


the way you remove the death penalty is you learn how to play and stop dying, its that simple.


I would argue that if they were to remove death penalty they should only generate a single portal per party member (and prevent you from walking into other people's portals). Therefore dying in a map loses you access to it. I think this is acceptable and also punishes the pussies using logout macros.

This single map portal will be reusable 6 times if you exit manually, but upon death or logout closes.
21/05/18 - The beginning of the end of PoE
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Snorkle_uk написал:

its necessary for the game to have a real downside when you lose, yes. Its not a movie, its a game, theres winning and losing, playing right and playing wrong, if you play wrong and lose the outcome is not the same as it is if you play right and win. when you lose it sucks and something happens that makes you not want to lose again.


Ya. Games are srs bsns.

And, of course something happens when you play wrong: You don't progress. XP death penalty or not.

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Snorkle_uk написал:


I could make an absolutely shit glasscannon noob build and die maybe once every 2 or 3 maps playing the hardest content at breakneck speeds. Why would I do anything different if that ends up more rewarding because of the speed it can farm at when the only downside is once every 3 maps I lose 1 of my 6 portals? Whats the point in having a game with all this build creativity if it doesnt matter and you can just make a shit build that fails all day long and you end up in the same place or even a better place than someone who makes a build that never fails?


the way you remove the death penalty is you learn how to play and stop dying, its that simple.


How is it that XP death penalty prevents efficient farming now? If you die and are left without portals, you failed because you died, not because of a death penalty to XP.

Because the portals ARE the effective death penalty.
Последняя редакция: QuiquePoE#3190. Время: 5 мая 2017 г., 11:47:20

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