Can We Get Rid of Death XP Penalties Already? Games Are Supposed to be Fun

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charliemim написал:
So, to summarize this gigantic thread, there are really two sides to the discussion. Three, if you count the wannabe ogre(s) that somehow get(s) endorphins from harassing people with words on the internet. Three doesn't count, though. Three has to live with who/what it is.

Anyway.

One side has evolved throughout the dialogue. It began with, "Remove the death penalty.". The all or nothing approach is often quite unpopular, simply because of its severity. Some people have stated valid reasons why a death penalty exists. The statements made good points.

The first side has, given these valid statements, modified its suggestion. It now reads like, "Alter the death penalty to be less severe or implement a different mechanic that punishes based on strategic decision making.". Examples include but aren't limited to the following.

1.) Lower the penalty to 5%.

2.) Make the penalty start at 5% but increase as more deaths occur within a given period of time.

3.) Attach the death penalty to the portal system. Perhaps make it incrementally greater each time a portal is consumed to enter the same instance upon death.

4.) Alter the amount of experience gained and/or the amount required to reach the final levels of advancement.

It has also been repeatedly noted, by both sides, that levels after 90 aren't actually that important regarding the success or failure of a build. They are essentially bonus points that give if anything minor QoL boosts. They do not determine the viability of any build.

So, it's not a big deal. Or -- is it?

The second side of the discussion seems to feel it is one of the most profound topics to perhaps ever be discussed. Ever. Removing or altering the death penalty in PoE is an issue of godly magnitude that will ultimately determine the future of the game and who plays it. And hey, that might be true.

This second side, which obviously contains very tough men weathered by grueling real-world experiences, feels that it's critical to ridicule the absolute (censored) out of anyone not fully on their side. People that don't completely agree with them are the enemy and should be destroyed at all costs.

We get it. You've gone out of your way to textually abuse the living (censored) out of the people that don't agree with you. It's a brilliant and proven strategy. We get it. You can (censored) chill the (censored) out now. Your mission is accomplished. In spades.

It's clear that PoE is a big scary game made for big tough individuals. The death penalty is there to abuse and to frustrate an already super abused and ridiculously frustrated mass of hardened veteran gamers. It's not for (and I honestly cringe as I type this) snowflakes. Sarcastically, he typed the paragraph.

The people that want to play and have fun in the later game are spineless (censored) (censored) (censored). Their mice and keyboards should be replaced by feather dusters and, I don't know, more feather dusters maybe. They should dual wield feather dusters. Again, sarcastically.

Thing is...

Stop. Seriously. It doesn't make you look tough, or smart, or strong, or whatever you think it does. It's just childish and lame. State your point, which you have. State valid points supporting your initial point, which you have. And then chill the (censored) out and let whatever happens or doesn't happen -- happen or not happen.

The third side? You should just be banned. Per the rules, not because I actually care about what happens to you. Most people don't. Nor will they ever. Sorry. It sucks. But, what can you do?

inb4 lolwut



But yeah.
Thanks.


the hypocrisy is overwhelming.

gigantic tirades of strawman, namecalling, insults, instigating - while trying to criticize others for being "childish."
[Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
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HaraldMKutscher написал:
Diablo 1 had no fucking death penalty aside from making you try again. It was a great game, a groundbreaking commercial and artistical success that defined a whole genre, and it had way more tactical depth than POE.


Hello?

the death penalty in D1 is MUCH WORSE then XP loss.

When you died ALL YOUR GEAR stayed on your corpse! if you stirred up too many monsters or started a fight you could not handle you would die and NEVER be able to get ANY your gear back. Even if you had a set of backup equipment it was perilous, trying to win a fight you already lost with your good set.

maybe we should do that for PoE SC Leagues???
Последняя редакция: Zee#5446. Время: 1 нояб. 2018 г., 11:42:48
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Zee написал:
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HaraldMKutscher написал:
Diablo 1 had no fucking death penalty aside from making you try again. It was a great game, a groundbreaking commercial and artistical success that defined a whole genre, and it had way more tactical depth than POE.


Hello?

the death penalty in D1 is MUCH WORSE then XP loss.

When you died ALL YOUR GEAR stayed on your corpse! if you stirred up too many monsters or started a fight you could not handle you would die and NEVER be able to get ANY your gear back. Even if you had a set of backup equipment it was perilous, trying to win a fight you already lost with your good set.

maybe we should do that for PoE SC Leagues???


You seem to be referring to Diablo 2...or perhaps Diablo 1 multiplayer version I didn't play. Diablo 1 single player worked as I discribed.
Enjoy the damned labyrinth? Go play Tomb Raider...

Wraeclast is not Las Vegas! Stop the fucking RNG lottery!
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HaraldMKutscher написал:
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Fruz написал:

I was just telling you that you are wrong.

(...)

And reaching lvl 90 is not a big deal anymore anyway, and that is a level that allows you to play the game ...


And I am telling you you are wrong, so here we go again...

And I wouldn't exactly call lvl 90 "no big deal". Why is it a challenge about every single league and more important: when do you accomplish it?

You had to remove the part where I was trying to explain you again, and then you fail to actually provide any substantial argument ..... good job.

It's not difficult to reach lvl 90 in the first 2 weeks of a league SSF by playing couple of hours a day.
Dedicated players do that in the first 2 days of course.

About your attempt to make stats show what you want to show, I am going to take one example, of a player with 17 challenge :
RaizQT, streamer, lvl 97 SSF HC Delve and he leveled at least 3 if not 4 other 90+ char in SSF HC Delve.
Some people don't care about challenges, some don't give a damn before the end approachs and they just finish them.

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HaraldMKutscher написал:
are endless grinding and frustrating setbacks really doing GGG a favour?

24 challenges, endless grings ? rofl ....
no, 24 challenges it's far from that, it does require a bit of investment though for sure, but nobody forces you to do that.
Apparently half of the players never reach Brutus, should we also consider those ones to help you try to justify that reaching level 90 is not easy ? Or can you realize how silly that is ?
It requires a bit of effort and time for people that don't know the game well, alright.
That's really a minimum, it does not mean that it's complicated, it used to be, but it's really not anymore.


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HaraldMKutscher написал:
Diablo 1 proved everybody wrong who claims that XP loss was necessary for quality

D1 was a very different game already, were the implications of dying were different from PoE, which is very obvious but I guess you are so biased that you won't admit it anyway.

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HaraldMKutscher написал:

And about the "unnecessary" last levels - those points are just what you need to add a whole additional aspect to your build, like a DOT component to your elemental archer, or totems or curse efficency or whatever.

Complete nonsense, if you want those things, you can have them before.
Resorting to this speaks volume.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Последняя редакция: Fruz#6137. Время: 1 нояб. 2018 г., 11:52:11
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HaraldMKutscher написал:
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Zee написал:
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HaraldMKutscher написал:
Diablo 1 had no fucking death penalty aside from making you try again. It was a great game, a groundbreaking commercial and artistical success that defined a whole genre, and it had way more tactical depth than POE.


Hello?

the death penalty in D1 is MUCH WORSE then XP loss.

When you died ALL YOUR GEAR stayed on your corpse! if you stirred up too many monsters or started a fight you could not handle you would die and NEVER be able to get ANY your gear back. Even if you had a set of backup equipment it was perilous, trying to win a fight you already lost with your good set.

maybe we should do that for PoE SC Leagues???


You seem to be referring to Diablo 2...or perhaps Diablo 1 multiplayer version I didn't play. Diablo 1 single player worked as I discribed.


D2 you could get your corpse in town and never lose items unless you were unlucky enough to loot and die again before you equipped it.

I played D1 from release day for months on a LAN - I never played single player but did play on the LAN solo. (after reading about this a bit) I guess in single player D1 you had to save and load your game, and when you died you were DEAD, but you could load the last saved game.

No comparison at all here - PoE is not a stand alone single player game where you can do load saved games. (on top of the fact that you would have lost ALL YOUR progress since the last save probably would equate to at least 10% of your XP to next level unless you saved constantly)
Последняя редакция: Zee#5446. Время: 1 нояб. 2018 г., 12:18:11
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robmafia написал:
the hypocrisy is overwhelming.

gigantic tirades of strawman, namecalling, insults, instigating - while trying to criticize others for being "childish."


My butt farted.
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Zee написал:


I played D1 from release day for months on a LAN - I never played single player but did play on the LAN solo. (after reading about this a bit) I guess in single player D1 you had to save and load your game, and when you died you were DEAD, but you could load the last saved game.

No comparison at all here - PoE is not a stand alone single player game where you can do load saved games. (on top of the fact that you would have lost ALL YOUR progress since the last save probably would equate to at least 10% of your XP to next level unless you saved constantly)


D1 was harsh on LAN. Usually the only way was to scout vendors for some basic gear and to try to get your gear back (telekinesis was your friend a lot of times), especially in some tight spaces with spitters all over.

PoE death penalty is a joke in comparison.

edit: also, grind to lvl 50 was a bit longer with fixed speed and the fact that majority of the content stopped giving XP at 48
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
Последняя редакция: Marxone#0650. Время: 1 нояб. 2018 г., 12:59:29
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Zee написал:

No comparison at all here - PoE is not a stand alone single player game where you can do load saved games. (on top of the fact that you would have lost ALL YOUR progress since the last save probably would equate to at least 10% of your XP to next level unless you saved constantly)


And that's exactly my point. I don't see why the D1 single player system shouldn't be implemented into POE SSF. Also I am asking for a "solo with trade" league to further increase the number of single players for those who play solo already now but are in trade league for trading only. I also asked in another thread a while ago to sell an offline CD version because I'm sick of being forced to be online all the time (and dying of lags or being unable to play solo when my weak wireless connection fails again).

Of course you would save before any boss fight or difficult quest...so zero XP loss. Also constant saving in D1 was not as annoying as it might sound, press "escape", click on save, done. There was just 1 savegame slot per character. For the future you could implement automatic saving every minute or something with 2 or 3 slots, so no manual interaction required at all.

How does D1 solo LAN work? Do you actually need a second computer and game for that or is it an option for one computer and installation alone? Afaik you got most quests only in single player?


Enjoy the damned labyrinth? Go play Tomb Raider...

Wraeclast is not Las Vegas! Stop the fucking RNG lottery!
...because it can be exploited so freakin' easily.
[Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
I'm getting tired of this. Almost none of the arguments I presented are addressed, and when they are, they are summarised with different connotation and ignoring the projected consequences. I provided an alternative and referenced another and even provided reasons and downsides for both. And only one aspect of this was ever addressed without referencing reasons or downsides or opening up discussion at all.

Meanwhile there's continuous name-calling and blatant hypocrisy about the "two sides" of this argument, pretending one consisted of saints.

I will just keep mostly linking my post until it's addressed, because repeating myself further seems like a pointless effort. If someone is actually willing to read my arguments, doing so in the original post shouldn't be a major inconvenience.
https://www.pathofexile.com/forum/view-thread/2242862/page/19#p15918952

Now, to more recent additions to the discussion:

A separate league without death penalty will attract many people who play the easiest version of the game they get, regardless of whether they are in favour of removing the death penalty altogether. The same has come up in trade vs SSF discussions. The downside apart from trade fragmentation is a different one however.

In my opinion, being limited only by the high exp requirements per level in the end will lead to more burnouts. The problem is that while other issues that may have a large stake in the frustration of players over the death penalty may come to light, some people might cease to play entirely.

Although I didn't want to repeat myself, a pointless struggle is much less rewarding than a struggle against frustrating obstacles.

Next argument:
This league I reached 85 in a weekend and 89 in a couple of hours the following week. If I continued playing, reaching 90 would most likely be the next challenge related objective I complete. Bringing up a specific number of challenges based on pure guesswork when certain challenges would be completed or not has no relevance for this topic. Find actual level numbers instead.

Next argument:
SSF is not the base for treating this like a single player game. It isn't one, and it shouldn't work the same way. The most one could take from this is considering a system that would "save" your experience at the end of a session, but I can't think of a way to implement this in a way that couldn't be abused / wouldn't lead to people abandoning the game because they are required to do so temporarily in order to save their progress. Which also goes against the principle that continuing to play should be more rewarding than stopping.

Oh, and another thing: No advantages for SSF over trade. Ever.

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