10% xp penalty is far too frustrating

Remove this outdated feature and respect your player's (paying customer's) time.
+1 to get rid of 10 %xp penalty. ANYONE WHO SAYS IT SHOULD STAY IS AN OLD CRUSTY AND CAN GTFO.
"
jersch_#2179 schrieb:
Death penalty is an incentive to build your character in a way that it doesnt die.
I do think some kind of death penalty is healthy for the game otherwise everyone would just build pure dps (and high damage is already one of the best defenses in these kind of games) and ignore the deaths that happen.
Now if additionally to the 10% exp you also have to lose the map i dont know, honestly so far i dont mind but i´m just at tier 12 maps atm.
There should probably be more tries for the pinnacle bosses though as i think GGG wants you to learn their mechanics and if you dont have the dps to just ignore boss mechanics having to learn them on the fly in a single portal seems kinda harsh.


I seem to recall something from one of the fireside chats (IIRC) around them saying death should be something we get more comfortable with as that is to be more a part of the experience. The moment I heard this I wondered about the XP penalty. Because going from "just don't die" to "expect to die often" turns that into a severe penalty for what is to be expected as normal occurrence.

The problem as I see it is that they have added a slew of new penalties and kept the XP penalty.

There have been some good suggestions in this thread including:
* Limit to the XP from the instance you died in
* Lower XP penalty (say 5% vs 10%)
* Getting rid of it in favor of the other penalties

Given the other penalties, removing the XP penalty alone is the best option from those. Second place could be limiting it to that map's XP gain. For the casual/casual+ timewise player who can play an hour or so a week, losing a week's worth of progress is beyond reasonable punishment, especially in combination with map bricking from that death.
I hadn't gotten this far yet and didn't realize there was xp loss. Add that to the list of reasons to not play this game further.
+1
"
Polantaris#1920 schrieb:
"
I Disagree with OP on this one I believe the EXP penalty is a great way to keep you on your toes and Makes you more careful on how you traverse maps and get from point A to point B. Maybe a little less of a penalty would be prudent as you scale into higher levels but I do not agree that is "disrespects" the player nor do I agree that it should be removed. There should always be a penalty sufficient to Discourage rushing through maps or the upper campaign with no thought or caution.


What do you call the fact that death = map loss now, then? You die and lose 10% EXP, your Waystone, AND any special mechanics you didn't engage in. How much more incentive do you need to "keep you on your toes and make you more careful on how you traverse maps to get from point A to point B"? 2/3 of those will still be around, and we're not saying get rid of those (at least not in this topic).

How doesn't it disrespect your time to invalidate hours of grinding, especially when you're 90+?

It's an archaic mechanic that should have been removed a decade ago and never made it out of PoE1 beta, let alone gotten in to PoE2 beta. It's pretty telling when 90% of the responses outside of yours are, "git gud," as their defense. They don't even try to counter arguments. There's no defense for this that cannot be countered easily.


It is an Infinite Atlas It goes on forever so what if you lose a map. Move on and find another. I feel nothing but the urge to be better. To Make my build and character better so I do not lose maps. It is an incentive to Not die. To not let the maps overpower me. This mechanic does exactly what it is supposed to do and it isn't outdated It is still in all the most popular games.

One that comes to mind is Dark Souls where you lose all your souls when you die and if you aren't careful it could be hours of gathering souls that you lose. And sometimes you actually cannot get them back because you aren't strong enough to get past what killed you and get them back.

In Subnautica you lose your inventory of materiel's you spent hours gathering.

In Demon Souls if you die you lose currency, exp, and are forced into Soul form which has half damage and health till you defeat a demonic boss to reclaim your original form.

In NieR: Automata you have to not only re earn exp they have to make it back to their body and reclaim all their equipment off the back of their dead corpse.

In Sifu every time you die you grow older and lose more of your Max Health as you age from each death.

In Until Dawn if you die during a character arc you lose the character entirely from the story line.

I could go on and on But there are far more punishing games that I didn't even mention 10% exp on your current level is a small price to pay to incentivize you to get stronger and make your build better and to simply get better at the game.

With all that said if you read my full post before I did mention that surprise one shots needs to be addressed to make sure that people that are taking all this into consideration when playing do not get unfairly killed and punished by bad game mechanics.
I will likely stop playing a character once I start getting the XP penalty.
Its blatantly unfun and removes any incentive to take risks. Combined with on death effects and random one shots its just not worth the effort. I really enjoy the game, so I'll like just roll another but its not great design IMO.
"
I hadn't gotten this far yet and didn't realize there was xp loss. Add that to the list of reasons to not play this game further.



If you are posting this you wouldn't have been around long anyway. This game is complex and punishing and is supposed to be. It is a long term game with season after season of evolving gameplay. Every season is different with all new mechanics, Buffs/nerfs to abilities and attributes, New expansions/Removal of unpopular expansions, New builds and new features and even new cosmetics to make each play through different. If a 10% loss to a level of exp makes you cringe so badly you would not have played long anyway.
"
It is an Infinite Atlas It goes on forever so what if you lose a map. Move on and find another. I feel nothing but the urge to be better. To Make my build and character better so I do not lose maps. It is an incentive to Not die. To not let the maps overpower me. This mechanic does exactly what it is supposed to do and it isn't outdated It is still in all the most popular games.

One that comes to mind is Dark Souls where you lose all your souls when you die and if you aren't careful it could be hours of gathering souls that you lose. And sometimes you actually cannot get them back because you aren't strong enough to get past what killed you and get them back.

In Subnautica you lose your inventory of materiel's you spent hours gathering.

In Demon Souls if you die you lose currency, exp, and are forced into Soul form which has half damage and health till you defeat a demonic boss to reclaim your original form.

In NieR: Automata you have to not only re earn exp they have to make it back to their body and reclaim all their equipment off the back of their dead corpse.

In Sifu every time you die you grow older and lose more of your Max Health as you age from each death.

In Until Dawn if you die during a character arc you lose the character entirely from the story line.

I could go on and on But there are far more punishing games that I didn't even mention 10% exp on your current level is a small price to pay to incentivize you to get stronger and make your build better and to simply get better at the game.

With all that said if you read my full post before I did mention that surprise one shots needs to be addressed to make sure that people that are taking all this into consideration when playing do not get unfairly killed and punished by bad game mechanics.


Doesn't matter if the atlas is infinite, still feels bad to lose your ENTIRE map full of loot and possibly other league mechanics you've juiced it up with, along with whatever mod it may have had from a precursor tablet. Along with the currency you put into rolling the map. Especially if you're just trying to progress the quest to do X amount of Tier X maps it can just slow down your progression and drain any motivation you had of playing.


When I lose 10% exp I already feel like not playing at all for the day, its demoralizing and stupid. So not everyone goes "oh gee let me just improve my character and try not to die to that on-death effect/archnem random mod combination next time". These kinds of death penalty mechanics are so damn archaic,outdated and pointless. All they do is waste your time and make you want to uninstall the game. Just delete it, it should stay back in games from the 2000s and 1998, it has no place in a modern game. I'm trying to have fun not to be punished for every small mistake that's not even my own fault 90% of the time.
"
Soop#0082 schrieb:
I will likely stop playing a character once I start getting the XP penalty.
Its blatantly unfun and removes any incentive to take risks. Combined with on death effects and random one shots its just not worth the effort. I really enjoy the game, so I'll like just roll another but its not great design IMO.


Well I am sorry you feel that way because it is the way of this game since its inception in POE 1 and not likely to go away. Not to mention a huge percentage of most of the popular games in the world. Maybe they will make a league just for people that want no consequences for bad decisions/gameplay and you might like that better. I hope they do just so people cringe at having some kind of consequence for dying have somewhere to play. I will never cringe at The challenge to get better and to reach higher so as not to lose what I earn.
"
Toforto#2372 schrieb:
"
It is an Infinite Atlas It goes on forever so what if you lose a map. Move on and find another. I feel nothing but the urge to be better. To Make my build and character better so I do not lose maps. It is an incentive to Not die. To not let the maps overpower me. This mechanic does exactly what it is supposed to do and it isn't outdated It is still in all the most popular games.

One that comes to mind is Dark Souls where you lose all your souls when you die and if you aren't careful it could be hours of gathering souls that you lose. And sometimes you actually cannot get them back because you aren't strong enough to get past what killed you and get them back.

In Subnautica you lose your inventory of materiel's you spent hours gathering.

In Demon Souls if you die you lose currency, exp, and are forced into Soul form which has half damage and health till you defeat a demonic boss to reclaim your original form.

In NieR: Automata you have to not only re earn exp they have to make it back to their body and reclaim all their equipment off the back of their dead corpse.

In Sifu every time you die you grow older and lose more of your Max Health as you age from each death.

In Until Dawn if you die during a character arc you lose the character entirely from the story line.

I could go on and on But there are far more punishing games that I didn't even mention 10% exp on your current level is a small price to pay to incentivize you to get stronger and make your build better and to simply get better at the game.

With all that said if you read my full post before I did mention that surprise one shots needs to be addressed to make sure that people that are taking all this into consideration when playing do not get unfairly killed and punished by bad game mechanics.


Doesn't matter if the atlas is infinite, still feels bad to lose your ENTIRE map full of loot and possibly other league mechanics you've juiced it up with, along with whatever mod it may have had from a precursor tablet. Along with the currency you put into rolling the map. Especially if you're just trying to progress the quest to do X amount of Tier X maps it can just slow down your progression and drain any motivation you had of playing.


When I lose 10% exp I already feel like not playing at all for the day, its demoralizing and stupid. So not everyone goes "oh gee let me just improve my character and try not to die to that on-death effect/archnem random mod combination next time". These kinds of death penalty mechanics are so damn archaic,outdated and pointless. All they do is waste your time and make you want to uninstall the game. Just delete it, it should stay back in games from the 2000s and 1998, it has no place in a modern game. I'm trying to have fun not to be punished for every small mistake that's not even my own fault 90% of the time.


But they are not Arcaic in any way shape or form. a huge percentage of most of the popular games in the world have punishing mechanics and most of these were made within the last 5 years. Not the 90's and early 2000's.

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