GET RID OF XP LOSS! Not fun at all, bad game design!

"
Orion_3T#9801 が発言:
"
Mashgesture#2912 が発言:
Its staying in the game, devs made it clear with the announcement


No they did not. If anything, the opposite is true.


They pretty much confirmed this will stay without saying so.
In PoE1 I didn't care so much about the xp loss on death because you could always try again, whether it were maps or boss encounters, you always had another shot.

In PoE2 though its a barrier to content, I want to do other things like pinnacle boss encounters, simulacrum, trials but because I lose hours of mapping xp per death now above level 90 I tend to just wait until I level, which is fine and dandy except it can take days or more to level up and being able to take a break from grinding maps to do something else would massively increase enjoyment in the game.
A good solution would be to just lose 10% of the actual progress on the experience bar be instead of losing 10% of the complete bar value. So the further along the bar you are, the more you will lose. And if you're just starting the bar, the loss will be not that bad. Especially psychologically that would work much better.
They marketed it as a more casual friendly game and then they went full ruthless semi hardcore with it. Completely insane.
"
Sakanabi#6664 が発言:
"
leoviale#3633 が発言:
"
Mashgesture#2912 が発言:
Its staying in the game, devs made it clear with the announcement


I don't understand why won't they create another League for more casual players that has no penalties, no respec cost, etc.
Keep the current and Hardcore leagues as they are, but make another one for us players that can't spend countless hours playing, and still want to enjoy the game.


Maybe they don't want more casual players here? I dunno but PoE 1 is more casual game, why not try that?


For real? I think PoE2 is waaaay easier.
"
maquino85#7657 が発言:
They marketed it as a more casual friendly game and then they went full ruthless semi hardcore with it. Completely insane.

They never did. If anything it was the opposite. They always marketed it as a harder game but more approachable due to better in game tutorials/help and more intuitive systems.
"
hboi#6131 が発言:
How is it bad game design. I've seen a lot people throwing around this term but no one is expanding on it.


Because the presence of this system makes the gameplay experience worse for many players.

- You can only run safe content the vast majority of the time.
- It completely excludes otherwise fun builds from progression.

It's a very blunt instrument used to achieve something that could be achieved in ways that do not compromise the gameplay.

Most games find perfectly good ways to have death be meaningful without this sort of blunt instrument. Backload the rewards onto objective completion, for just one example. There are countless other possibilities.

And in most cases, the time cost of having to try something again is more than enough motivation for people to not want to die. In POE2 we have other more reasonable losses on death - single portal, loss of waystone, loss or map mechanics and tablet modifiers.

In most games players can decide for themselves how many deaths are acceptable. If a player wants to try the same boss repeatedly in Dark Souls or Elden Ring they can and the game actually encourages them to do so because trying again is how they avoid any loss other than their time. So long as they keep trying, they lose nothing when they eventually succeed (or homeward bone/protection ring).

In POE2 it soft locks progression behind a death rate which becomes exponentially more punishing. It discourages the player from trying again. It artificially prevents players from engaging with more difficult content.

It sacrifices challenging gameplay for 'challenging' progression. Except the challenge really just means it will take longer while having a much easier gameplay experience. Which for many is straight up boring and repetitive instead of exciting.
最後に Orion_3T#9801 が 2025/01/15 9:59:48 に編集
"
leoviale#3633 が発言:


I spent around 400,000 gold respeccing everything to go CI. While my character improved slightly in some ways, it became worse overall, I lost significant damage, my evasion and armor dropped (I’m playing a monk), and now I’m far less tanky. I had to try it because I couldn’t figure out what was one-shotting me, but now I’m stuck and can’t afford to go back.


Wait, you don't have another 400.000? Then maybe don't spend all your gold on a respec.

XP loss has worked for a decade in PoE1, it's here to stay. And I personally like it.
"
BesottedOrb#0064 が発言:
"
Orion_3T#9801 が発言:
"
Mashgesture#2912 が発言:
Its staying in the game, devs made it clear with the announcement


No they did not. If anything, the opposite is true.


They pretty much confirmed this will stay without saying so.


No, they did not. The fact you felt the need to include qualifiers like "pretty much" and "without saying so" shows you know this is a tenuous claim.

Mark specifically stated that it's too punishing right now but he liked the 1 portal system and would prefer to adjust the other axes, which implicitly included the XP loss. He described the XP loss as "insult to injury".

Jonathan stated the reason he think's it's there and then immediately said maybe that was the wrong way to think about things and asked Mark what he thought.
最後に Orion_3T#9801 が 2025/01/15 10:12:50 に編集
Agree that any game with XP lose on death is just bad design. But i doubt they will remove it. As most developers are scared it will make the game shorter.

Even tho PoE only really starts/is fun once you at max lvl. And don't have to be scared of losing weeks of progress anymore, and you can start to test out stuff.

フォーラムの投稿を通報

アカウントを通報:

通報種類

追加情報