XP LOSS - I actually have a good suggestion
" Oh yeah ? How many of those who play, reach 100 to get all the skill points ? Последняя редакция: Kodavor#1200. Время: 24 апр. 2025 г., 18:47:20
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tbh , real question is : do u need to reach lvl 100?
if u want to , it's fine , there are rules . u don't like those rules ? its fine , go away. |
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" Yes. lvl 100 should be attainable by majority. Dw, we are. We are going away. In droves as a matter of fact. |
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" Ah yes, spend all currency on omens. Such a brilliant idea 🙄 |
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" My lvl 92 Merc in 0.1 didn't find a single one, I had to buy them and they weren't that cheap. Lvl 72 Merc right now haven't found one and the currency drop rate is so bad it's a unrealistic option. Not sure why people continue to suggest omens that aren't common at all and not cheap considering the current state of drops. |
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"This is something that could be tuned. Another layer problem of the game is hyperinflation. Tiny economical lesson here, but the game don't have currency sinks. You think they are since people toss them on hundreds of items to get a single decent item, but this isn't where the inflation kicks in. Its the item that's created. Once the player finish using the epic item (miraculously found a better one) the 2nd hand item is still in the economic circulation. To get another of that level, another assembly line is created, but this time more and more needed. And a casual player will never be able to keep in a market where whales, hardcore neckbeard nolifers, streamers who play for a living, and Chinese farmers exists... This is where "regulations" could come in, aka currency sinkholes. Getting omens is grinding ritual maps and spend ritual points and drops? Yeah... I haven't seen them as drops, but recently each ritual "shop" had at least 1 omen. So the possible option would be to make some npc exchanger that could make it possible to buy omens that isn't the new "flat hyperinflating" unit divine. Arguably the vision of the devs was to make endgame "meaningful" (how I hate everyone using this word in their own way btw) by gatekeeping the endgame. Aka: "if you die often, your gear is not ready for that level". |
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Wait you get currency? Haha
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I would like XP loss changed to only the XP earned in the map so far... or maybe double the XP earned in the map..
This would mean not dying is required to progress, but dying wouldn't feel so bad people would just not want to play... but hey, its up to GGG, they can put as many reasons for people to not play as they want, who am I to stop them. |
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I've seen a few people post about this subject on the forums and what amazes me is the amount of replies which are basically gate keeping with replies such buy this.. buy that.. git gud.. and my fave.. if you dont like it leave which is completely missing the point of the original poster in the first place and about as helpful as a chocolate teapot.
While this is EA and folks will drop in and drop out, its the nature of the beast. If the community keeps with attitudes like that new members will leave and not come back which would have a negative impact on the game in the long run. |
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" It's actually quite the opposite. These new players are polluting and degrading this Early Access. The worst part is that you aren't even aware of the harm you're causing. Instead of debating important topics that encompass an entire game system and mechanics, 90% of the threads are about ridiculous details: (we want divines / we want movement speed implicit / we want XP to level 100 / we want our ascension points ...). All of this is wasting our time. There's still a lot of content to implement, tons of things to test and calibrate, and development is falling behind because of you. Because the devs have to release dozens of patches to satisfy 'the new player |
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