Why dedicate my time if I can lose all my XP with a death penalty?

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mrxkon#5764 написал:


From a business perspective, smart is bringing more people on board while trying to make more cash,


Casualizing games bringing "wider audience" is a myth. Elden Ring wasn't much easier than previous Souls games yet it was a mainstream success regardless. You're essentially trying to argue that mainstream doesn't like chili so what we should start serving in a chili restaurant is cold porridge.
Последняя редакция: MEITTI#3999. Время: 5 янв. 2025 г., 09:30:11
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boyandroid#6548 написал:
Because the death XP penalty is one of the equalizers in their competitive scene. PoE1 has a race to 100 ladder every leagues, sometimes they even offer prizes for the winners, & it's open to everyone you just play & level up. PoE2 early access even has one, even though it is still in early access. 


Up to this point while reading the countless threads I have to admit that this might be the first post I'm seeing I believe with someone explaining it this way, which makes total sense. So thank you for that.

Everyone else who is simply a "get better", "it's here to stay", "it serves a purpose" -without explaining anything- and their noise, doesn't offer anything nor bring anything valuable to the table if they don't explain things properly.
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MEITTI#3999 написал:
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mrxkon#5764 написал:


From a business perspective, smart is bringing more people on board while trying to make more cash,


Casualizing games bringing "wider audience" is a myth. Elden Ring wasn't much easier than previous Souls games yet it was a mainstream success regardless. You're essentially trying to argue that mainstream doesn't like chili so what we should start serving in a chili restaurant is cold porridge.


Elden Ring isn't a live-service game, it's a game that you first bought and then you played. The company got paid either you liked it or not.

The business here is that you need to keep people online while keeping them happy also to have some funding.

I thought of mentioning that on my previous post but I also thought that it would've been obvious that I'm talking about this specific niche of business model :) .

So you comparing Elden Ring at the moment with a game that is first-free and then can gather funds, is wrong in my opinion.

Do you see the point I'm trying to make? If not more than happy to expand.

Good to have it cleared up either way though by the looks of it, so thanks for the input.
Последняя редакция: mrxkon#5764. Время: 5 янв. 2025 г., 09:38:30
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Suchka_777#4336 написал:
Honestly, it's amazing how people are arguing over 10 years about such simple topic. So many people don't understand such obvious thing, which I described above. Gladly GGG are smart enough to understand it and to not pay much attention to those debates.


+1

Trust GGG to make the smart choices.
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boyandroid#6548 написал:
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AngryGekko#0233 написал:
Nobody, just NOBODY wins with this penalty active in the game.

Saying that the death XP penalty doesn't bring any good for the game was not entirely true.
Скрытый текст
I know one reason why it exists, maybe it is also the same reason why GGG keeps it in PoE for the longest time (just an educated guess no actual data to back it up).

Because the death XP penalty is one of the equalizers in their competitive scene. PoE1 has a race to 100 ladder every leagues, sometimes they even offer prizes for the winners, & it's open to everyone you just play & level up. PoE2 early access even has one, even though it is still in early access. 

So what does the race to 100 have to do with the death XP penalty? Well, if you remove the death XP penalty, the whole race (leveling up to 100) just becomes a fixed value of hours & just becomes XP per hour race. And whoever can play non-stop in the highest difficulty to get most xp wins. Which is very bad for the player's health who wants to compete & GGG doesn't like it either.

The death XP penalty becomes a deterrent for players to just keep playing without resting or sleeping. If you just keep going without rest, you may lose focus or easily misjudge a decision & you die (your character, or worst also you), & you lose progress that might cause you the race. So the player who has a balanced playtime & rest has a shot in the race, he just needs to avoid mistakes.

So you see, sometimes dying in the game saves real lives.


If there was a famous portal scroll collect race in PoE1 and the devs just copied it to PoE2 - we all would handle portal scrolls now due to traditions. But nobody misses them today.

If you could widen the audience by removing demotivating punishments and find a better balance re-wheighting all the punishment tools you have, while keeping the ingame challenge up like Elden Ring did, you should do that for the longterm health of the franchise. And the level races still could go on, even if this balance changes by ripping xp loss off - it's just a new rule set, framing the race for the future. And never forget, that PoE1 still exists.

Sometimes changing mechanics for a new game would very likely motivate more players into the franchise - and that could secure longterm earnings. For that, traditions are fine. But motivation is crucial.
Последняя редакция: AngryGekko#0233. Время: 5 янв. 2025 г., 10:03:13
The entire debacle can be solved by moving the punishment to a reward instead. Reward deathless completion chains with stacking xp/item bonuses and maybe a currency for it so the "really good" players can get some unique items someone who dies every now and then cannot.

Bad feeling converted to a rewarding feeling, everyone wins.

Alternatively, opt-in features via toggles or a league akin to SSF on char creation. No side has to give up anything and everyone stands to gain from it. The only losers are those with malicious intend/vested interest in botting/RMT/selling services which is a problem to begin with.

There are a few people who barely make it to 100, if at all, who defend it as an ego thing as this is the only game/genre they play and they need it to compensate for something but that is a psychological problem and you have a few of those everywhere, no offense.
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BK2710#6123 написал:
The entire debacle can be solved by moving the punishment to a reward instead. Reward deathless completion chains with stacking xp/item bonuses and maybe a currency for it so the "really good" players can get some unique items someone who dies every now and then cannot.

Bad feeling converted to a rewarding feeling, everyone wins.

Alternatively, opt-in features via toggles or a league akin to SSF on char creation. No side has to give up anything and everyone stands to gain from it. The only losers are those with malicious intend/vested interest in botting/RMT/selling services which is a problem to begin with.

There are a few people who barely make it to 100, if at all, who defend it as an ego thing as this is the only game/genre they play and they need it to compensate for something but that is a psychological problem and you have a few of those everywhere, no offense.


I second this approach. Let's stop making people feel bad for playing the game. Reward them for doing good. The game feels very vindictive right now, as if the Devs hate the players and want them to suffer at every turn. I'm sure that's not their intent but that's where we are at. There's already too much penalty for dying as it is. Having to Lose the map, or in campaign resetting all of your progress, sucks massive Donkey balls as it is. Adding XP penalty on top of everything else is just a step too far. Especially when most deaths are once again from un avoidable BS, like random mobs with insane mods, and things you don't see until it kills you. And once again there is no way to learn from your mistakes. Even Diablo 1 over 30 years ago told you what killed you. Just saying.
I'm stuck at level 92, TRYING TO FIGURE OUT WHAT DEFENSES I NEED but for the life of me I don't know what I died to for the nth time. It's been 3 days since I progressed and it's starting to get to me. I wanna like endgame but there's glaring issues with it in its current form.

1 portal, -xp death penalty but not even a death recap in softcore so we can learn the game to git gud?
Imagine liking only certain types of build or a specific set of builds being able to reach end game, limiting the freedom and veriety of builds.... Imagine liking that.
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newtonjin#6604 написал:
Imagine liking only certain types of build or a specific set of builds being able to reach end game, limiting the freedom and veriety of builds.... Imagine liking that.


That's exactly why many veterans support xp punishment: cause they know exactly what to do to keep a healthy distance to new players. This way they control the market and profit through selling high tier items and carry services.

With every season start, NOONE of these players enjoys the game's freedom, they use their proven builds created years ago, which are proven viable to keep the xp distance up. And they won't suffer from punishments due to these builds. This is the reason why there are veterans supporting this.
Последняя редакция: AngryGekko#0233. Время: 5 янв. 2025 г., 10:57:34

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