What are your thoughts on the current amount of death penalties in game
" yeah its a fair point. i actually made a feedback post just before this game launched saying that making such a feels bad balanced based off the tiny % of people who care about the level100 race in softcore was highly questionable. im in 2 minds cause there is a part of me that thinks levelling to 100 should be a prestige thing regardless of ladder race and i would like the right way to get there to not be go full glass cannon, speed kill as many mobs per minute as you can and if you die fuck it throw in another map go again. i would rather getting to lvl100 required a solid all round build played well in high map content. but yeah, i get what ur saying and i feel that too. how legit is a lvl100 race in softcore anyway? all the legit players in this game are in hcssf doing it properly. im all for the 1 portal stuff tho, xp penalty can go but death has to suck and i think losing the map, the loot, the content, that probably sucks enough for softcore. i get that GGG like games to be rough, i kind of like that too, but its a wide audience same and people are choosing to play softcore. maybe we should just lighten up a bit. most people only have so much capacity for feeling bad, all the regals fail, all their exalts hit life regen and fucking light radius, theyre getting 1 shot and they dont know what by, they cant ascend cause the trials are cancer... how much feels bad is the average person wiling to invite into their life via their hobby time? this is why i say its probably just too much. i can live with it personally and im always a bit sceptical of people suggesting balance on behalf of others but look at the forums. im not just pretending these people exist tog et what i want, i genuinely think its too much for a wide audience. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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-billion to the idea you can't gatekeep level 100 from casuals
Sounds exactly like participation trophy game If you can't scale a mountain, do you demand government builds stairs for everyone, IDK " Great finally, not this crap where you just walk through 16 floor mechanics laughing then click to genocide, or derpy stand in place and tank everything coming from ground, air and space Последняя редакция: Rabarbar_Lichy#7553. Время: 8 янв. 2025 г., 21:53:32
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" A "prestige" thing would be allowing players to continue past 100 for extra bonuses. Simply getting to level cap should never be gated with penalties in a PVE game. Ever. It makes no sense whatsoever and is one of the primary reasons people quit. Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
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TBH, I'm not care about level 100 anyway since I always try new build and bore around 85-90. But those bore feeling will come a lot faster to see my work toward new level for hour go down the drain.
My take is, the less forgiving game difficulty, the less punishing player should take. Unless you want to make unfair game, a meme game, overly difficulty, those kind of game that for viewer to enjoy player torture themselves. BTW, those kind of game require far more skill than rpg status to overcome challenge. Slow in, slow out cuz I'm just a player.
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" right. i see people say this a lot too, and they have a point, "most of my deaths feel unfair". instant, out of nowhere, unable to react, unable to see whats going on, perfect storm of bullshit fell on my head and 1 shot me. i want to defend that game design, in the sense that i think poe is more fun because things can go off the rails. theres always combos of mechanics in the game that make players stupidly powerful. they get balanced but as soon as one is nerfed another pops its head up. same with monsters and encounters, things can just get fucked up, wild combos can happen and just absolutely destroy you. i think that unpredictability is actually fun, the spikey nature is fun. the feeling that this is not some painfully bland tuned to the point of comatose borefest. you cant be sure whats gonna happen, its the wild west. enjoying that takes a certain mindset from the player base tho. for the spikes to be fun and thrilling and for game systems like defences and actually playing the game well to matter death has to suck, there has to be consequences. but if youre just too punishing then people will demand that at a bare minimum they are in control and its fair. but this game can never be fully in control and fair, and its more fun when its not. i just think were sort of caught between conflicting ideas, philosophies, designs. part of me thinks just embrace the madness, embrace stuff being out of control to some extent, embrace the idea of learning by dying and then sometimes just dying because the monster mod rng said fuck you. but you got to manage the mindset of the player base to have them get on board with that too, and i feel like thats a hard sell when you have this xp punishment on death. cause youre asking them to be annoyed they died but also to see the funny side of it and a lot of people are never going to see the funny side of anything when you just wiped a chunk of the xp they are farming because of an unfair death. 12 years of poe1, weve had a month of poe2, im absolutely convinced there has never been and never will be a point where they can eliminate a very significant portion of deaths being unfair. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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" The death penalty DOESN'T prevent people from reaching 100. All it does is pushes them to completing easy content over and over. If you really want to "gate keep" max level, then lock character progression behind challenging bosses. But somehow, I doubt a lot of the punishment defenders want that. We want a CHALLENGING game, not a PUNISHING one. A game can't be both. |
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Losing the map after only a single death is definitely what is making me not play the game.
It's the single dumbest change I've ever seen in any video game ever. |
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GGG seems to detest the idea of consistent progress without a huge time wasting penalty on failure, which is all these penalties do. They set back your time, and that is nothing else than demoralizing. After 20+ years gaming I have a hard time figuring out why devs add mechanics that motivate me to play something else
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" It all just comes down to fine-tuning those penalties vs rewards. You wouldn't want a game with no penalties either because when theres no challenge, theres no game. In a generic RPG sense of design, a dungeon needs to be sufficiently dangerous so that players actually pay attention to what they are doing and stupid plays get appropriately punished. To compensate the dungeon also needs an enticing reward at the end of the dungeon because people won't take pointless risks. Sudden deaths out of nowhere are not a penalty issue but a bug/game balance issue. Example they finally fixed the broken colossus instakill attack which was confirmed to be a bug. The real argument is if things like endgame pinnacle boss progress reset on top of normal death penalties is a bit excessive, IMO yes. Especially if the instakill attack ratio of endgame bosses is going to be higher than in the first game. |
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" This is not at all what I think the death penalties are about. People play this game *hardcore*, which means they never die at all. WHich means playing to not die very often is pretty damn practical, if not easy. It's a CHOCIE to play the game in a way that causes lots of risk and death, and GGG thinks playing this way devalues the game. You may not agree with them on this point, but GGG is *NOT* trying to stop you from making progress. They are showing you how to make progress. Stop dying. It's not GGG making the game unpalitable... it's insistance on refusing to adapt to the rules of the game that is making it unpalitable, and nothing GGG can do will ever fix this for you, because if they fix this issue there will be another choice they made you dont like and don't want to adapt to. Somehow people have learned they can't sit in clearfell killing level 5 mobs forever and still reach 100. At some point they will learn to stop dying to make progress. POE1/2, thankfully, are not trophy hand-out Oprah giveaway games, where everyone gets a car. They are games with challenge, and there are not enough of them in the industry, so I cherish the constraints they've put in, including the XP penalty on death. Последняя редакция: KuroSF#6521. Время: 9 янв. 2025 г., 00:21:24
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