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

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CaduAndrade#9284 написал:
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FusionXTC#3438 написал:
The main reason there's penalties is so players actually develop skills and feel rewarded for hitting level 95+, especially level 100.
Without penalty, noobies like you would be able to just grind t1 whites for 500 hours to achieve that goal.


You may enjoy the pain and the XP penalty, but understand that no matter what you think, GGG is losing a lot of players with this. It's not smart to loose money on something that could be configurable.

I and many others won't come back as long as the XP penalty exists. We have other options to dedicate our time without wasting it.


Nobody's losing players over XP loss. The players they would lose never even got to the point where it would start happening. Those levels are meaningless and won't improve your life, or keep you alive anymore than now. You also can't lose levels. Pretty pointless hill to cry on, and honestly, you already paid so not coming back is a win-win by also decreasing server loads and costs; not a very well-thought ultimatum. Maybe there is a design issue that you're dying to; treating the symptom not the cause, of your frustrations.
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blackarm#7481 написал:
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CaduAndrade#9284 написал:
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FusionXTC#3438 написал:
The main reason there's penalties is so players actually develop skills and feel rewarded for hitting level 95+, especially level 100.
Without penalty, noobies like you would be able to just grind t1 whites for 500 hours to achieve that goal.


You may enjoy the pain and the XP penalty, but understand that no matter what you think, GGG is losing a lot of players with this. It's not smart to loose money on something that could be configurable.

I and many others won't come back as long as the XP penalty exists. We have other options to dedicate our time without wasting it.


Nobody's losing players over XP loss. The players they would lose never even got to the point where it would start happening. Those levels are meaningless and won't improve your life, or keep you alive anymore than now. You also can't lose levels. Pretty pointless hill to cry on, and honestly, you already paid so not coming back is a win-win by also decreasing server loads and costs; not a very well-thought ultimatum. Maybe there is a design issue that you're dying to; treating the symptom not the cause, of your frustrations.


Appealing to triviality all you can do?
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Sogardev#9713 написал:
Still endgame 1 portal per map is a waste of time ! For no reason or added value.


This is a side-effect of respawning monsters and loot despawning on death that they don't want to address. Those two things are why we're stuck with this.
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BK2710#6123 написал:
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blackarm#7481 написал:


Nobody's losing players over XP loss. The players they would lose never even got to the point where it would start happening. Those levels are meaningless and won't improve your life, or keep you alive anymore than now. You also can't lose levels. Pretty pointless hill to cry on, and honestly, you already paid so not coming back is a win-win by also decreasing server loads and costs; not a very well-thought ultimatum. Maybe there is a design issue that you're dying to; treating the symptom not the cause, of your frustrations.


Appealing to triviality all you can do?


A single word.
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blackarm#7481 написал:
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Sogardev#9713 написал:
Still endgame 1 portal per map is a waste of time ! For no reason or added value.


This is a side-effect of respawning monsters and loot despawning on death that they don't want to address. Those two things are why we're stuck with this.


They should have the endgame/post game maps work differently.
Full respawn on death in the campaign is beneficial to less skilled players (even if it can be annoying) since it gives them more opportunity to grind to overcome their weaknesses.
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BK2710#6123 написал:
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blackarm#7481 написал:
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Sogardev#9713 написал:
Still endgame 1 portal per map is a waste of time ! For no reason or added value.


This is a side-effect of respawning monsters and loot despawning on death that they don't want to address. Those two things are why we're stuck with this.


They should have the endgame/post game maps work differently.
Full respawn on death in the campaign is beneficial to less skilled players (even if it can be annoying) since it gives them more opportunity to grind to overcome their weaknesses.


I'm not saying they shouldn't; I'm pointing out the bandaid they put in place.
Fully agree. I would have hoped they learned from PoE1 that no one except a hard core group like this. It could be a game option. But it's just always there. And it has no need to be there. The game is about builds, bosses and loot. Losing XP and grinding XP and not boss fights is not fun in this game.

No one wants to grind maps just for XP. And then have it all lost because of 1 death. How was this ever a good idea for any dev in any game.

A dad plays a game in the weekend. Kid comes over, asks a question. You answer, turn around. oops; all hours spend last weekend lost... Yhea "fun".
Bro, you are not even playing Hardcore....
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Lureahawk#2121 написал:
Fully agree. I would have hoped they learned from PoE1 that no one except a hard core group like this. It could be a game option. But it's just always there. And it has no need to be there. The game is about builds, bosses and loot. Losing XP and grinding XP and not boss fights is not fun in this game.

No one wants to grind maps just for XP. And then have it all lost because of 1 death. How was this ever a good idea for any dev in any game.

A dad plays a game in the weekend. Kid comes over, asks a question. You answer, turn around. oops; all hours spend last weekend lost... Yhea "fun".
I hate to break it to u but arpg's are not casual friendly by nature, the ones that try to be has very low player retention (just like D4). Arpgs's are grindy,time consuming and sometimes frustrating but thats what makes a great arpg and keeps the core fans of the genre coming back year after year.
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MrPedez#4934 написал:
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Lureahawk#2121 написал:
Fully agree. I would have hoped they learned from PoE1 that no one except a hard core group like this. It could be a game option. But it's just always there. And it has no need to be there. The game is about builds, bosses and loot. Losing XP and grinding XP and not boss fights is not fun in this game.

No one wants to grind maps just for XP. And then have it all lost because of 1 death. How was this ever a good idea for any dev in any game.

A dad plays a game in the weekend. Kid comes over, asks a question. You answer, turn around. oops; all hours spend last weekend lost... Yhea "fun".
I hate to break it to u but arpg's are not casual friendly by nature, the ones that try to be has very low player retention (just like D4). Arpgs's are grindy,time consuming and sometimes frustrating but thats what makes a great arpg and keeps the core fans of the genre coming back year after year.


Most stupid post in this forum.
The origin of "best game ever D2", D1, is a casualized DND campaign for people to enjoy. D2 is the same as that, an action rpg of you progressing through the story. It was never about the 500hour grind, that's just the extra for those who really like playing it.

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