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What if we could lose experience when we die?

Tasear
Tasear
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Maybe give us a set back in level progression?
Edited by Tasear on October 19, 2017 8:28PM

What if we could lose experience when we die? 266 votes

Yes
8% 22 votes
No
86% 231 votes
Other
4% 13 votes
  • SirAndy
    SirAndy
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    Why?
    confused24.gif
  • Nestor
    Nestor
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    If I want that, I will play a Single Player game and forget to save.

    Which I frequently do with Fallout 4.......
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Ackwalan
    Ackwalan
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    Other games have done it. It turns into a nuisance more then anything else.
  • disintegr8
    disintegr8
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    Why - so more people can call out for nerfs because they are losing XP trying to solo a world boss and it isn't fair?

    I have no idea why anyone would even think of this.
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • niawrathb16_ESO
    niawrathb16_ESO
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    The key phrase here is Experience you still get experience from failure as well as success, so losing experience doesnt make sense
    May you have keen eyes and sharp scythes

    Morrigan Duskhunter
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  • VaranisArano
    VaranisArano
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    I already lose armor health when I die. Unless its in PVP, and then I lose my dignity (as if I had any to begin with) and probably whatever objective I was trying to capture or defend.

    Although, realistically, how much exp are we talking about? I've already got 741 CP, so any amount of exp loss is going to be a drop in the bucket at that point. The only people this would effect are the people still gaining exp at low levels where we expect them to be learning the game, trying new things, and dying anyway.
  • WhitePawPrints
    WhitePawPrints
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    I'll take losing AP progression for the campaign in PVP so Emperors have to be somewhat decent rather than just grind fest.
    Edited by WhitePawPrints on October 19, 2017 8:40PM
  • kevlarto_ESO
    kevlarto_ESO
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    to many factors one of which the internet is not stable enough
  • disintegr8
    disintegr8
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    to many factors one of which the internet is not stable enough
    Agree with this - not all deaths are caused by the enemy alone. Hate to get docked AP due to lag or a disconnect...
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • Ilsabet
    Ilsabet
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    I've played a game like that. This game is so much less stressful when you don't have to watch the results of your time and effort erased whenever you have a lag spike or come up against something you can't beat.

    The only benefit was that it was possible to keep characters permed at a certain level to do whatever content was available at that level. With One Tamriel level scaling, that's not an issue for anything here aside from under-50 pvp.
    Edited by Ilsabet on October 19, 2017 9:01PM
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  • NewBlacksmurf
    NewBlacksmurf
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    It would be just like older rpg games. At some point it would/should stop tho because imagine doing a trial or vet dungeon and dying so much you can’t use skills anymore or loose CP selections.

    Wouldn’t make much sense. Maybe the better idea is another way to make dying meaningful and consequential but not in this way as it’s proven unpopular.
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  • Crom_CCCXVI
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    TERRIBLE IDEA.
    - the game is already full of no death builds, kiters, and sheild stackers who literally put out almost no damage, just troll and are scared to death to die.

    You wan't an improvement, go the other direction--- crank up the xp for kills.
  • ssewallb14_ESO
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    You're basically punishing people for attempting difficult content. It worked in the old-school concept of an MMO, but would not in modern MMOs.
  • Runefang
    Runefang
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    I used to play Anarchy Online back in the day and you lost your XP when you died but something similar to Enlightenment equal to 3/4 of your lost XP. So it encouraged not dying without too much punishment.

    But kids these days like it too easy. Or maybe I'm just old lol
  • WhiteCoatSyndrome
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    You're basically punishing people for attempting difficult content.

    This. If they took away XP on death, I would never set foot in a Trial, never do any dungeons, never set foot in Cyrodiil. I would grind the easiest mobs I could find until I was too powerful for the local mobs to kill before questing and would avoid World Bosses. And I would be bored out of my skull and still occasionally spitting tacks when I misjudged a cliff and fell to my death.

    And that's assuming I picked up the game in the first place.

    I play games to have fun; I play the Elder Scrolls games in particular for the lore and exploration aspects. Being penalized by the game itself because I don't happen to be in the top 10% of the aspects of the game I don't care about would get me playing something else fast.
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  • dennissomb16_ESO
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    Dark age of Camelot had this. In the early days of the game you could loose an entire night of XP simply by dying once. Trust me it was not a fun design. I guess my question to the OP is what would it add to the game to be able to loose XP. I cannot think of a single positive thing
  • ForsakenSin
    ForsakenSin
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    LOl people who wanted to finish VMSA for the first time would go back to level zero then :#
    "By many i am seen as hero...as a savior of the Tamriel i will not stop until every Daedra every evil there is in Tamriel is vanquish by my hands..
    However i do this for my own purpose to gain trust of mortals to worship me and to eliminate my competition i will not bend my knee to lead your army to serve you Molag Bal , i will simply just take it from you.."--- Forsaken Sin( Magica Sorc)



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  • mb10
    mb10
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    There is a reason the developers are the developers and people are on the forums are... people on the forums.
  • Konstant_Tel_Necris
    Konstant_Tel_Necris
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    You lose your gold and time instead of XP, every time when you die your equipment durability suffer penalty, when it broken you lose set effect, enchantment on weapons do not recover their charge after you fail, you lose your accumulated consumables soul gems for recharge and revive, repair kits, foods and potions.
    In party PvE play wipe of group resets enemies to their maximum strength effectivly resetting all your previous progress in battle.
    In party PvP your death makes enemies goals closer to global win.
  • GaunterODim
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    I guess my question to the OP is what would it add to the game to be able to loose XP. I cannot think of a single positive thing

    Maybe its an incentive to keep veteran players going, something like to keep them busy in that matter, as you see quite a few endgame players being bored, annoyed or anything else and leave the game.

    EXP itself is pretty much useless to me(unless leveling a new character or gaining some to morph my abilities, once thats done Im basicly good) as im having almost 1k CP by now and it is a somewhat unsatisfying feeling to receive more cp knowing that they wont ever be useful for something. Really wish there was something that I could do with the CP that Ive earned over the cap.
    Of course nothing that influenced the game balance or gave me an unfair advantage, just something to do with it, even if its just some cosmetic stuff, crafting materials or currency that would ease some other stuff.

    Back on topic, losing exp would only bring newer players to leave earlier because they got their [snip] beaten and seeing no progress at all, basicly just losing progress.

    [Edited to remove profanity]
    Edited by ZOS_KatP on October 21, 2017 8:58PM
  • Megabear
    Megabear
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    It's way too carebear atm, but exp penalty isn't something I'd want this very moment due to frequent crashes resulting in untimely death.
    Edited by Megabear on October 19, 2017 10:06PM
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  • redspecter23
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    People blame the healer right now when they die and have to "suffer" for 10 seconds while somebody rezzes them. Imagine the insanity if they also lost xp because of this situation as well. Bad players will blame everyone else before they even think to look at themselves as the potential problem.

    Even if this penalty were to be implemented I don't think it could be balanced properly. Either the cost would be so low that even casuals and those first learning end game content (those dying the most) wouldn't care or so high that even one death means hours of xp recovery. Also, do you apply this xp penalty to pvp? PvP'ers already avoid the near meaningless repair penalty for some reason that isn't relevant to pve players in the same way somehow.
  • Runefang
    Runefang
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    LOl people who wanted to finish VMSA for the first time would go back to level zero then :#

    I don't think the intention would be to actually lose levels?
  • VaranisArano
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    People blame the healer right now when they die and have to "suffer" for 10 seconds while somebody rezzes them. Imagine the insanity if they also lost xp because of this situation as well. Bad players will blame everyone else before they even think to look at themselves as the potential problem.

    Even if this penalty were to be implemented I don't think it could be balanced properly. Either the cost would be so low that even casuals and those first learning end game content (those dying the most) wouldn't care or so high that even one death means hours of xp recovery. Also, do you apply this xp penalty to pvp? PvP'ers already avoid the near meaningless repair penalty for some reason that isn't relevant to pve players in the same way somehow.

    PVPers avoid the penalty because we A. die a whole lot more than most PVE players who are halfway decent at PVE. Killing and getting killed by other players is the whole point of PVP so having armor break down at the same level as PVE players wouldn't make sense and B. Cyrodiil is a huge zone and PVP players do not have the same access to merchants who can repair gear that players do in PVE zones. Having to go back to a keep or resource to repair armor constantly would take away from the point of a PVP zone where players are expected to die much more often than they should die in PVE content.

    Mostly, I suspect its that PVPers die a lot more often. In PVE, if you and your group are going everything right and following mechanics etc., you shouldn't die and certainly shouldn't be dying again and again. In PVP, you can be doing everything "right" and still die again and again to other players because of circumstances beyond your control.
  • DosPanchos
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    I voted "other" bc I would like to see a stiffer penalty - Just not necessarily xp loss.
  • phairdon
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    Only in Cyrodiil.
    Your immersion is breaking my entitlement. Buff Sorc's. Darkshroud the cremator Death by furRubeus BlackFluffy knight BladesThe Fat PantherPsijic Fungal SausageFlesheater the VileCaspian Rafferty FernsbyArchfiend Warlock PiersThe Black BishopEvil Wizard Lizard (EU)Neberra Vestige Fajeon (EU)Salanis Deathstick (EU)Blood Mage Alchemist (EU)
  • Tannus15
    Tannus15
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    LOl people who wanted to finish VMSA for the first time would go back to level zero then :#

    This was literally the first thing I thought.
    100's of deaths...
  • KRBMMO
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    It would be just like older rpg games. At some point it would/should stop tho because imagine doing a trial or vet dungeon and dying so much you can’t use skills anymore or loose CP selections.

    Wouldn’t make much sense. Maybe the better idea is another way to make dying meaningful and consequential but not in this way as it’s proven unpopular.

    Yeah right - go into a trial with a bad group and you all come out level 5, lol.
  • CavalryPK
    CavalryPK
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    Especially in PVP... omg yes !!!!
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    Check out his PVP YouTube channel !

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  • Myyth
    Myyth
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    I'd never use the random grout finder again. One bad white tower group and you could end up level 1.
    The 1000+ repair bill is enough thanks.
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