The reason why XP penalty exists and why it's not for everyone

"
Karr285#4892 написал:
"
Snorkle_uk#0761 написал:
"
Mouser#2899 написал:


This is a suggestion I made in a thread somewhere around here.

This actually _would_ gatekeep players from just grinding to max level as they would need to overcome the challenges to advance. But it would do it in a way that feels fair instead of punishing.




yeah i think its a really good way to do it, it keeps the highest amount of upsides and the least amount of downsides. im sold.


Love this idea, it actually addresses 90% of all the people who are agaisnt removing it completely. And the last 10% is such a silly rean being "they could just get to 100 by luck now spamming maps they sometimes win and sometimes lose"


These are minor quibbles, and in your suggestion is hidden a massive nerf limiting it to the xp of a map. This again devalues level 100. This is the equivalent of saying headhunter should have its drop rate increased 100x more on trade league so you can afford it.

No.
XP penalty is good and it should stay.
Exp penalty bad
XP Penalty good you should feel bad when you die and 10% is enough to feel bad but Imo it should be random from 5% to 10%
Personal opinion is XP loss is an archaic mechanic that should stay buried and dead. Wouldn't be as bad if there were multiple attempts on map/boss though. But the current combination of 1-death lose the map and XP is pretty terrible design IMHO.
Question for folks. and I ask this as someone who, in general, agrees that the XP penalty on death is not the way forward.

if dying costs nothing - if you have infinite portals to every map, if you lose no experience, no items, no mechanics or juice? If dying in a map costs literally bugfugg nothing whatsoever except a couple of minutes of your time at worst...why avoid it?

Hell - monsters in high-tier maps are supposed to be a valuable resource you need to maximize. If you have unlimited portals to a given map, no Xp penalty on death, and no item loss? Why would you ever complete that map? Simply run 95% of your big juicy high-end T15 you've spent a bunch of money on, die to reset the instance, then run it again. And again. And again. And again and again and again and again and again.

Why ever give up that one single highly favorable map? There's literally nothing stopping you from farming it until your machine resets sometime, or until the servers force-close the instance due to maintenance or a new league dropping or such.

Dying NEEDS to cost something. There NEEDS to be a failure state for any given map, and furthermore there NEEDS to be an upper limit on the amount of reward you can get for any given map. Doing what folks in this thread seem to want and simply treating the endgame map zones exactly the same way as the infinitely repeatable campaign areas would necessitate such a complete overhaul of everything it means to be "endgame" that I honestly don't think we'd see it done in another five years, or that we'd recognize what came out the other side.
She/Her
"
kenshin138#1534 написал:
Personal opinion is XP loss is an archaic mechanic that should stay buried and dead. Wouldn't be as bad if there were multiple attempts on map/boss though. But the current combination of 1-death lose the map and XP is pretty terrible design IMHO.


Personal opinion that everyone should reach max level as a baseline is imo an archaic mechanic from MMORPG’s It over casualizes the gaming experience in an attempt to pander to a larger audience. Following a,”more players at any cost” model is the reason the triple a gaming industry is washed out.

I’m all for more portals, but the xp penalty is good for the game. The game doesn’t need to be more like Diablo 4 just to draw in disgruntled d4 players. They literally got to that point because the developers kept pandering to them.


Less McDonald’s more steak please.
"
1453R#7804 написал:
Question for folks. and I ask this as someone who, in general, agrees that the XP penalty on death is not the way forward.

if dying costs nothing - if you have infinite portals to every map, if you lose no experience, no items, no mechanics or juice? If dying in a map costs literally bugfugg nothing whatsoever except a couple of minutes of your time at worst...why avoid it?

Hell - monsters in high-tier maps are supposed to be a valuable resource you need to maximize. If you have unlimited portals to a given map, no Xp penalty on death, and no item loss? Why would you ever complete that map? Simply run 95% of your big juicy high-end T15 you've spent a bunch of money on, die to reset the instance, then run it again. And again. And again. And again and again and again and again and again.

Why ever give up that one single highly favorable map? There's literally nothing stopping you from farming it until your machine resets sometime, or until the servers force-close the instance due to maintenance or a new league dropping or such.

Dying NEEDS to cost something. There NEEDS to be a failure state for any given map, and furthermore there NEEDS to be an upper limit on the amount of reward you can get for any given map. Doing what folks in this thread seem to want and simply treating the endgame map zones exactly the same way as the infinitely repeatable campaign areas would necessitate such a complete overhaul of everything it means to be "endgame" that I honestly don't think we'd see it done in another five years, or that we'd recognize what came out the other side.


Nobody here is asking for infinite portals. 6 portal system works perfectly fine in PoE 1 and it can work fine without exp loss. The cost of dying is losing one of your 6 portals, and if you die 6 times in a row then you lose your map. That's fair. What isn't fair is getting your map deleted by a oneshot lol

Dying itself already feels bad, and if we had 6 portals then losing 1 of them would be the "punishment" for dying. There is no need for anything more than that, at least not in a Softcore league. If GGG wants to put these bad mechanics in the game so badly they can do it in a Ruthless mode. But please keep hardcore mechanics from the year 2000 away from Softcore.

The player doesn't need to be kicked in the face after they've already died, this is just anti-player, anti-fun game design.
"
ogmersault#4806 написал:
"
kenshin138#1534 написал:
Personal opinion is XP loss is an archaic mechanic that should stay buried and dead. Wouldn't be as bad if there were multiple attempts on map/boss though. But the current combination of 1-death lose the map and XP is pretty terrible design IMHO.


Personal opinion that everyone should reach max level as a baseline is imo an archaic mechanic from MMORPG’s It over casualizes the gaming experience in an attempt to pander to a larger audience. Following a,”more players at any cost” model is the reason the triple a gaming industry is washed out.

I’m all for more portals, but the xp penalty is good for the game. The game doesn’t need to be more like Diablo 4 just to draw in disgruntled d4 players. They literally got to that point because the developers kept pandering to them.


Less McDonald’s more steak please.


What's the difference between someone who should reach max level and someone who shouldn't ? Where's the threshold ?
"
Vinsdvalh#0247 написал:
What's the difference between someone who should reach max level and someone who shouldn't ? Where's the threshold ?


Whether or not they copied a meta build and are willing to spend countless hours doing boring,monotonous,safe content that their character is overgeared for and has near-0 risk of dying in.

I've gotten lvl100 twice in PoE 1, once from Sanctum farming and the other time with the 30% exp scarab. At least the scarab was a fun way to do it but its just a soulless grind, 0 skill involved its just about how much time you can throw at safe content(or buy some legion 5-way rotas lmaaao)

"Risk/reward" gameplay at its finest amirite?

Пожаловаться на запись форума

Пожаловаться на учетную запись:

Тип жалобы

Дополнительная информация