A Simple Poll - Exp Loss on Death

I love the XP loss, best ever game mechanic! Leveling up is for loosers!

/sarcasm
Every time I die I postpone an in-game purchase. I spend between 50 and 100 euros/month on video games.
Poe 2 is the game I haven't made any purchases for and don't plan to make any as long as there is a loss of XP
This thread is still going

They will never change it, Mark thinks its needed.

In its basic form exp penalty is to force players to learn the game through punishment. It does work as a psychological experiment you can read the countless research done on it (not game related but inter connected).

Yes as part of the punishment model the higher someone gets the harsher it needs to be for that player to develope other skills.

With all that said, new players are not used to this concept and lack understanding why its in the game.

As i have mentioned before it would be nice for Mark to explain his perspective and does it matter in an early access game when players are going to be dealing with huge changes before 1.0 release.


I am for and against it, in a full release game with a POE style game play i am for the loss. In an EA game its a big NO shouldnt need to explain why.


P.S

I am a Dog and i will just drop my load and leave on to the next post
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Fixed an issue where Volatile Plants were dealing a little over double their intended damage.


Lol I knew it. It would make 4x damage for ES characters too. Anyone else wants to spin stories about how exp penalty here is "justified" and "reveals real players"?:)

If you keep your penalties, then these things should be hotfix priority. It was same shit with slitherspitter mob damage, I had immediately suspected it was broken on first Act 3 playtrough back in December. Made a bug report later. It took several patches before GGG finally fixed it.
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dreamstate42#3955 が発言:
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bloomhead#3858 が発言:

You're making a claim and then can't provide concrete proof. Oh dear, if only science would work that way. But sadly, it doesn't.

Now you've arrived at "no, you!". Oh dear, if arguments would only work that way. But sadly, they don't.

That doesn't even remotely make any sense. Someone is claiming something, so it's his obligation to prove said claim.

Don't twist it.
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Echothesis#7320 が発言:
"
Fixed an issue where Volatile Plants were dealing a little over double their intended damage.


Lol I knew it. It would make 4x damage for ES characters too. Anyone else wants to spin stories about how exp penalty here is "justified" and "reveals real players"?:)

If you keep your penalties, then these things should be hotfix priority. It was same shit with slitherspitter mob damage, I had immediately suspected it was broken on first Act 3 playtrough back in December. Made a bug report later. It took several patches before GGG finally fixed it.

Just because most people just plainly don't pay attention to the game and die to those things is not an argument against exp loss. They will still die to them. Justifies the exp loss even more.

The only thing that unjustifies exp-loss is dying due to lag.
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qQbonmjtAZ#7824 が発言:
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bloomhead#3858 が発言:
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dreamstate42#3955 が発言:

Save your energy. People arguing in bad faith will constantly demand concrete proof or evidence from you, while making all their points in the abstract. If you give a concrete example, they will pick it apart into the tiniest pieces to find the one situation it is not valid in; and if you give an abstract example, they will simply circle back to demanding concrete examples, or claim that not providing that makes your argument dismissible.

They will simply ignore the fact that every point can have an impact on pathing and the notables or keystones you can reach; as shown by the fact that many PoB builds will do a respec at higher levels due to gaining more worth from optimized pathing available with more skill points. The issue is that this would no longer be "simple math," and especially not math supporting their point.

You're making a claim and then can't provide concrete proof. Oh dear, if only science would work that way. But sadly, it doesn't.


That's one way to falsely summertime his point.

You've made a claim. Prove it. It's not even that hard.
"
bloomhead#3858 が発言:
"
Echothesis#7320 が発言:
"
Fixed an issue where Volatile Plants were dealing a little over double their intended damage.


Lol I knew it. It would make 4x damage for ES characters too. Anyone else wants to spin stories about how exp penalty here is "justified" and "reveals real players"?:)

If you keep your penalties, then these things should be hotfix priority. It was same shit with slitherspitter mob damage, I had immediately suspected it was broken on first Act 3 playtrough back in December. Made a bug report later. It took several patches before GGG finally fixed it.

Just because most people just plainly don't pay attention to the game and die to those things is not an argument against exp loss. They will still die to them. Justifies the exp loss even more.

The only thing that unjustifies exp-loss is dying due to lag.


How is dying to lag different from dying to bugged combat mechanics? A lot of people here repeat how mysterious "skill" is the cornerstone of not dying. 2x ball damage * 2 chaos-to-ES mult * 3 balls = 12x bugged extra damage per 1 volatile cast. What use is a "skill" if you get hit outside of intended balance curve? (Let's pretend poe has said curve for a moment).

Will GGG recompense people who lost days of progression from volatiles at level 93+? Will GGG hotfix those issues faster in the future, or will GGG only hotfix balance issues beneficial to players (in real time)?. I think you know the answers.
I think they need balance between xp loose and gain on higher levels, like after 96/97.

For example higher tier stone more then 16. Maybe 17 or/and 18.
T16 maps should be collected as drops and T17 should be craftable. 3xT16=T17. T18 only with percentage in corruption procedure.

It's impossible levelling after 96 level. It's not fun and seems like working rather than playing.

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