XP penalty and likely 1 portal is NOT going anywhere

"
dwqrf#0717 schrieb:

More fallacies.

-Death penalties only affect people that die too much (you)
-Death penalties are only annoying for people being annoyed by simple game designs that stop them from showing off a non-deserved progress they could have obtained bashing their head on a wall long enough (you again)
-Death penalties are only an issue for people thinking they are better than they really are while being all equally punished accordingly by a machine doing simple maths (you still)

-Death penalties aren't an issue for people enjoying playing a challenging game.
-Death penalties aren't an issue for people accepting their own mistakes and willing to improve themselves.
-Death penalties aren't an issue for people accepting reality ; accepting this game as it is, or moving on.

Aww, adorable, so much for ignoring me <3 I feel so loved
The reason 1 portal is probably not going anywhere for standard mapping is that they have the 'zone reroll' mechanic.

Think about what you have to do to 'complete' a map. So, if you have a map with 10 rare enemies, and you kill 8 of them, but the 9th one gets you... so, you come back in, right? Well, that map now has 6 rares, or 15. Who knows, because the ENTIRE MAP got rerolled and repopulated.

So, players could juice a map, get over 600%... go in, kill everything except one rare, die on purpose, come back in, kill everything except one rare, die, etc etc.

We're already getting more than 3 exalts in a fully juiced map most of the time. Imagine being able to do SIX maps with the same juiced map. They aren't going to go with that.
"
dwqrf#0717 schrieb:


More fallacies.


-Death penalties aren't an issue for people enjoying playing a challenging game.



This is game is not "Challenging" its just punishing. Dark souls 1-Elden ring are all FAR FAR FAR FAR FAR FAR more challenging by at least 10X+, yet their punishment is almost nonexistent.

odd. very odd. almost like challenge =/= punishment, and punishment =/= fun.

there is a word for people who like to be punished, and i believe 99% of the people who like these mechanics fit squarely into that title.
"
The reason 1 portal is probably not going anywhere for standard mapping is that they have the 'zone reroll' mechanic.

Think about what you have to do to 'complete' a map. So, if you have a map with 10 rare enemies, and you kill 8 of them, but the 9th one gets you... so, you come back in, right? Well, that map now has 6 rares, or 15. Who knows, because the ENTIRE MAP got rerolled and repopulated.

So, players could juice a map, get over 600%... go in, kill everything except one rare, die on purpose, come back in, kill everything except one rare, die, etc etc.

We're already getting more than 3 exalts in a fully juiced map most of the time. Imagine being able to do SIX maps with the same juiced map. They aren't going to go with that.


Nobody is asking to Redo the map 6 times, dont be obtuse, they just want 6 attempts at the same map, you know the same way that when you relog the Map stays EXACTLY as it was when you logged off just 1 less portal.

just need to make death the same as logging out.
"
PaintMaster#2396 schrieb:
1. You have to understand that a lot of people that complain about deaths not even realize that normal resist cap is 75%, many run without having even that, its not defense, its baseline, bare minimum.
2. You not lose exp if there's no exp penalty, don't get this take.
3. One portals maps promote investment into defense, i invested into defense above bare minimum, dying in maps extremely rarely, no matter what you supposed to die at some point, no amount of investment should make you literally immortal. But if your entire tree is damage, prepare to die and not cry. Watching at monitor while playing is also big part of survivability in maps.
4. Rarity bad.
5. Range build - faster clear and more risk since mostly people not invest into defense, melee build or any build that invest more into defense - slower clear and less risk, simple as that. Removing 1 portal makes playing slower build with more defenses just pointless, when you can blast maps on most meta cancer build and probably never die 6 times in single map.


I sincerely doubt the vast majority of those complaining are doing so at less than adequate defenses, life, and EHP. I'm 3200 life, 73% armor (closer to 75 or 76% after max rage and taking recent damage), 78/76/78/44, and I've been one shot by white minions in non-damage boosted maps, lost 2500 Life in single swings from some 1% of rares with super boosted damage, will lose 600 life even from white mobs using basic attacks (again, non-damage boosted maps), and then randomly 95% of the time even rares will tickle me. Literally NOTHING about boosting defenses will protect me from random one-shot bullshit moments, unless GGG decides to make reaching 5k Life, 20k armor, and 85% resistances a cake walk to achieve for Red side. The game is grossly out of whack right now and the one-attempt maps (works the same in campaign, campaign maps reset, too) is just making it all so much worse.

Suggesting it promotes defenses is a poor argument when the path of least resistance is as compelling as it is. Screen nukers clear maps faster than my warrior and achieve better defenses and EHP with less investment while matching mine with little by comparison, all from the safety of from across the screen. One-attempt maps only make that path of least resistance even more desirable. Exp loss almost certainly would never go away, and it's still desirable to get those last 10-20 passive points, and not wiping the moment a breach opens or some other mech is initiated is an obvious desire. Wanting a punitive death to punish those who don't think or plan isn't worth the frustration of the multitude of others who do. We're softcore for a reason.

And I will once again reiterate the negative feedback loop that one or two deaths can trigger. People experience waystone droughts despite their best efforts. I'll run 4 T15 in a row and not get a single drop above T10. Imagine dying then, now you're stuck getting 1% exp a map for who knows how many until the drought ends. It is bad game design, flat out, there is nothing redeeming about it. I could also mention that the sheer frequency of bonus damage mods on maps make it even more frustrating, but that's less the one-attempt feature and more the game's garbage balance state.
"
The reason 1 portal is probably not going anywhere for standard mapping is that they have the 'zone reroll' mechanic.

Think about what you have to do to 'complete' a map. So, if you have a map with 10 rare enemies, and you kill 8 of them, but the 9th one gets you... so, you come back in, right? Well, that map now has 6 rares, or 15. Who knows, because the ENTIRE MAP got rerolled and repopulated.

So, players could juice a map, get over 600%... go in, kill everything except one rare, die on purpose, come back in, kill everything except one rare, die, etc etc.

We're already getting more than 3 exalts in a fully juiced map most of the time. Imagine being able to do SIX maps with the same juiced map. They aren't going to go with that.


Precisely why that reset mechanic needs to be removed. I have no idea why they went in such a direction, seems like such an unnecessary and overly complicated way to prevent players from just smashing their faces against a wall hoping it crumbles and falls. They didn't change PoE1 to do the same thing, did they? All they gotta do is refresh mob health and be done with it. I'm concerned the reason they want to keep one-portal maps may be that the current system is just much too integrated to easily revert or change, but if they can do it for Pinnacle they can do it for waystone and campaign maps.
"
Karr285#4892 schrieb:

odd. very odd. almost like challenge =/= punishment, and punishment =/= fun.


"
odd. very odd. almost like challenge =/= punishment, and punishment =/= fun.


Emphasis for truth. Punishing does not mean challenging. Punishments should be teachable moments. There's nothing teachable about randomly being one-shot by something after a dozen maps of the same effective difficulty level and tier.
"
Karr285#4892 schrieb:
"
dwqrf#0717 schrieb:


More fallacies.


-Death penalties aren't an issue for people enjoying playing a challenging game.



This is game is not "Challenging" its just punishing. Dark souls 1-Elden ring are all FAR FAR FAR FAR FAR FAR more challenging by at least 10X+, yet their punishment is almost nonexistent.

odd. very odd. almost like challenge =/= punishment, and punishment =/= fun.

there is a word for people who like to be punished, and i believe 99% of the people who like these mechanics fit squarely into that title.


And challenge = fun for a lot of people.

Challenge has to be overcome. Clearing a map IS challenging because you have to do that while avoiding death. That's the challenging part. If you die, you are punished by losing earned XP (and more) and the map itself. You are not freely and randomly punished just "because" and people being punished don't "enjoy" the punishment ; but most people understand why the punishment exists, and it is because it exists that it also creates more value to the mapping effort and the challenge it offers.

The real masochists are the people forcing themselves to play a game while hating its rules and designs.
"
dwqrf#0717 schrieb:
"
Karr285#4892 schrieb:


And challenge = fun for a lot of people.

Challenge has to be overcome. Clearing a map IS challenging because you have to do that while avoiding death. That's the challenging part. If you die, you are punished by losing earned XP (and more) and the map itself. You are not freely and randomly punished just "because" and people being punished don't "enjoy" the punishment ; but most people understand why the punishment exists, and it is because it exists that it also creates more value to the mapping effort and the challenge it offers.

The real masochists are the people forcing themselves to play a game while hating its rules and designs.


I would bet a lot of people on here arnt playing anymore and are waiting for future content/changes.

please explain in detail what "Value" comes from the death penalty or 1 portal.

Poe1 had 6 portals and people still maxed resistances/determination/grace and spell suppress. So this 1 portal "makes you get defenses" is a blatant lie and gaslighting at its extreme.

EX loss at its core isnt a huge issue, i never minded it in poe1, cuz i could go back in a portal and learn why I died, when I died in 1 second. Can i do that now? no.

Sorry TTK of your player is way to short even with max Res (unless you playing some cheese ES 15K build, lol "challenging by cheesing the game", lul ok)
for only 1 attempt paired with an EX penalty.

Pick 1, 1 portal or XP loss.


For the record, I'd also like to point out that there is a difference between challenge and difficulty. Difficulty is arbitrary. Difficulty is just +Monster Life or damage. Difficulty is just making the player character weaker. Difficulty is just numbers. Challenge is tactful. Challenge is facing new attack patterns or rare and dangerous mob types that must be prioritized. Challenge is strategizing to overcome mechanics. Challenge is learning how to approach a fight.

Yes, difficulty can be an important part of challenge. Knowing how to approach greater difficulty can definitely be a challenge. However, that only works if executed right. No amount of strategy, preparation, or game knowledge will prevent a one shot from some mob you didn't even have a chance to register was there, or that was warming up an attack that was hidden in the visual clutter, or that was just some rare so overjuiced that it will do 2000, 3000+ more damage in a single basic swing than any other rare the whole map. There is literally nothing challenging about pushing your defenses to the absolute limit the game is allowing you, suffering significant diminishing returns, and dying to something so fast your eyes blinking was enough to miss it. There is literally nothing challenging about the game being so out of whack that even a perfect rolled set of gear and mod tiers might not have saved you from something you can't be faulted for missing in a game this hectic.

GGG needs to realize the difference.

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