The real reason why end game is NOT fun and everyone is leaving

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RogueMage wrote:
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Undon3 wrote:
Also, please try to run the game and see how it feels. Clone a lvl 80+ popular build, and try playing the game for 3 weeks, and see how it feels. Post back if you're happy with your progress... let us know how the game felt - was it rewarding or not, compared with other (A)RPGs?


Hello, did you somehow miss the part about how "Path of Exile is not finished as of yet (beta), and more content is slowly being added"? Why would you suggest wasting three weeks on prematurely evaluating whether the endgame of an incomplete work in progress is adequately "rewarding or not"? Do you honestly think GGG developers don't have enough work on their plates, and need advice on how to spend their leisure time?

Hire more. And more.

And yes. I stick to what I said 100%. Why?

Because this iteration of the "endgame" will last months, already 4 of them. If I were to go with your arguments, the game will not be finished ever. When you release stuff that lasts so long, then you make sure it's fine.
placeholder for creative sig
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Support wrote:
Hey there,

Path of Exile is not finished as of yet (beta), and more content is slowly being added. The reason there is no "end game" reward is because to date, there is no end in sight. Maps are the "stop-gap" for users who've finished the current plot line. We're aiming to add a new act roughly every 9 month after full release.

If current "endgame" maps are really just a stop-gap, then what's the harm in making map drop rates less randomized so that players can actually maintain at higher level maps if they so chose?
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UnderOmerta wrote:
If current "endgame" maps are really just a stop-gap, then what's the harm in making map drop rates less randomized so that players can actually maintain at higher level maps if they so chose?


Probably no real harm in it, but if you've run out of maps, surely there must be some other interesting aspects of the game you can Beta test in the meantime?
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Support wrote:
Hey there,

Path of Exile is not finished as of yet (beta), and more content is slowly being added. The reason there is no "end game" reward is because to date, there is no end in sight. Maps are the "stop-gap" for users who've finished the current plot line. We're aiming to add a new act roughly every 9 month after full release.

We're currently working really hard on the dsync issue, I suggest you give this thread a read:

https://www.pathofexile.com/forum/view-thread/318115

Many features in Path of Exile are constantly being looked into, and changed over time. I will be passing your thoughts onto the development team for consideration.

If you have and further questions, please don't hesitate to let us know (you can email "support@grindinggear.com" at any point in time).

- Mike


Hi Mike,

first of all, thank you for providing a staff response to a new and short thread. it shows a strong degree of seriousness. a feeling our feedback as beta testers is worth something, which has been somewhat missing in the past few weeks.

personally, I don't care the game is unfinished. I understand that completely. I don't expect to be able to go up the Sceptre Of God tower and fight Dominus, or be running "Uber Bosses" before the release of the game. the content as is, is quite enough for me for now.

but what brought me to the brink of leaving this game again and again, is the lack of reward. the lingering feeling that no matter what you do, how long you play, how skilled you are, and where you are in the content - the quality of your gear, the skills you can use and their effectiveness, are all down to just dumb luck.
and I don't have that luck. in an extreme case, as a matter of fact.
running the same high-risk areas for hours and days on end, getting the lowest possible currency and loot barely worth to even vendor? that's wrong. it shows a design flaw. and if that flaw is intentional to "buy time" until new content is released - that's not how you do it.

I would seriously prefer to have my character decked-out in godly gear for all my troubles - as a high level hero who beat Merciless and is running maps solo should - and then wiped back to level 1 at the game's release.
anything but the current situation.

and the same goes for crafting, and especially socketing and linking.
if you somehow got to a point where you have 300 Orbs Of Fusing (I don't, and never will) and are high-level enough - you "deserve" at least one 6-linked item. and no wipe-outs.

Torchlight 1 had wipe-outs in enchanting, but it was gold-based - so if you were at a certain stage of the game and a certain level, you had plenty of gold to waste trying to craft an item.
the absolute worst wipe-out in that game, meant a few more hours of "farming" high-risk areas, and maybe a dozen battles with the hardest boss.
in contrast, when unlucky level 70+ players take the very few Orbs they have, and end-up with a 1-socket, a 0-link, or an item with worthless modifiers at the end of the process, and absolutely no guarantee they would ever get those Orbs back - it is neither fair nor logical.
and since it seems to be by design too, I would really like that design to be changed.

besides fixing bugs and providing greater stability - which is essential in Beta - I think you guys should really take a look at the current state of the game, and see that it simply isn't fun. it's a grind without the rewards for the grind.
it's so random, a 1-week player can be much better rewarded than a 1-month player.
and again, it has nothing to do with content or the lack thereof.

make the game fun. make it fair. make it as stable as possible, with the current content.
you have plenty of time. make it live up to it's enormous potential.

Warmest Regards,
John Keys
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on May 3, 2013, 4:04:45 AM
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Support wrote:
Hey there,

Path of Exile is not finished as of yet (beta), and more content is slowly being added. The reason there is no "end game" reward is because to date, there is no end in sight. Maps are the "stop-gap" for users who've finished the current plot line. We're aiming to add a new act roughly every 9 month after full release.

We're currently working really hard on the dsync issue, I suggest you give this thread a read:

https://www.pathofexile.com/forum/view-thread/318115

Many features in Path of Exile are constantly being looked into, and changed over time. I will be passing your thoughts onto the development team for consideration.

If you have and further questions, please don't hesitate to let us know (you can email "support@grindinggear.com" at any point in time).

- Mike

Chris himself has stated before that maps are considered "THE ENDGAME" content. Even if you add new acts, you are simply increasing the content towards endgame, not changing endgame itself. The current concept of endgame is so broken beyond believe, simply stating "this is beta, and maps are the stop-gap" is really not cutting it. Even the Beta Manifesto states stuff that implies maps aren't going to change that drastically, which basically makes it a total fail to the majority of the playerbase.
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RogueMage wrote:
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UnderOmerta wrote:
If current "endgame" maps are really just a stop-gap, then what's the harm in making map drop rates less randomized so that players can actually maintain at higher level maps if they so chose?


Probably no real harm in it, but if you've run out of maps, surely there must be some other interesting aspects of the game you can Beta test in the meantime?

I'm sure all the players of endgame characters that have stopped playing or cut back on their playing time wanted to spend all their effort building a character to level 85+ only so they can't actually play them because map RNG sucks.

Even more than the destructive crafting (which isn't terrible because you can still trade for decent gear at reasonable rates, at least until endgame) is that endgame in this game is downright masochistic (there's plenty of players in maps right now whose gear isn't 'great' or anything, but any piece of upgrade would cost them at least 5+ exalted). The price of any appreciable upgrade in endgame basically goes up some orders of magnitude, the cost of running a character through endgame goes up orders of magnitude. The success of your build becomes difficult to measure because of map mods and randomly-generated packs.

Basically the only people who can enjoy endgame are those that have gotten dually lucky, once to get the equipment or the currency to buy it, and again on acquiring the maps that you actually need to level a character past the mid to high 80s and into the 90s.
Last edited by UnderOmerta#1203 on May 3, 2013, 5:48:50 AM
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Real_Wolf wrote:
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Support wrote:
Hey there,

Path of Exile is not finished as of yet (beta), and more content is slowly being added. The reason there is no "end game" reward is because to date, there is no end in sight. Maps are the "stop-gap" for users who've finished the current plot line. We're aiming to add a new act roughly every 9 month after full release.

We're currently working really hard on the dsync issue, I suggest you give this thread a read:

https://www.pathofexile.com/forum/view-thread/318115

Many features in Path of Exile are constantly being looked into, and changed over time. I will be passing your thoughts onto the development team for consideration.

If you have and further questions, please don't hesitate to let us know (you can email "support@grindinggear.com" at any point in time).

- Mike


While I applaud you responding to a terrible post to try to give a good example, I do find it odd that we got this here response to a thread with no real feedback.



ARe you kidding me real wolf?

I gave feedback on 3 big issues:

1) Maps
2) Fusings/crafting
3) Endgame having no reward.

Currently, THIS IS the end game. Deny it or not, more and more people are going to leave unless GGG takes action NOW.

1) Give us something to do OTHER than maps. I suggest something akin to boss farming (key hunting in Diablo 3) or endless dungeon.
2) Fix fusings
3) Make it at least a -10% penalty, or even better -5% penalty. Having a -15% penalty is ridiculous given the game has desync issues.

Maybe you should learn to read.
The rest of the 'end-game' content will be available along with a heap of new stuff when the game launches in a few months time. From what I've seen it's going to be awesome. - Michael_GGG
yeah, i agree i stopped playing because of that said.
i spent all my currency to 6link my marohi dont get a 5link(i would have stopped) - no luck
i spent all my maps - with no luck
no i´m down to farm docks and sell trash to the vendor to buy some 66maps with no luck?
so in the end its my fault to manage to come down to nice equipment, but no currency no maps
i think we´re in need of a rewarding endgame, time to resurrect mäelstrom? dont know
but i´m in need of something rewarding to play and get really a reward, dont know daily quest givven a map with 25 levels(just lvl.66 but with a little chance to drop everything ingame)
perhaps i´m just a pussy-player and should go farm the shit out of the docks, but dont think thats the kind of game i want to play, so in every game-rpg-mmo-whatever after 1000hours of play you would go back and farm lvl 32 area just to get back for an hour in endgame?

just my 50cent


PS: sry for bad english
PPS: trading is a pain in the ass in PoE^^
PPPS: PoE is really a bit masochistic, in trading or fusing or playing maps^^
Last edited by hoggl#3181 on May 3, 2013, 7:31:42 AM
typed a huge post about the many anti-fun unrewarding game mechanics.

realised that most of this has already been written countless times on the feedback forums.

hope it gets fixed, but my hope is constantly dwindling away.
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Support wrote:
Hey there,

Path of Exile is not finished as of yet (beta), and more content is slowly being added. The reason there is no "end game" reward is because to date, there is no end in sight. Maps are the "stop-gap" for users who've finished the current plot line. We're aiming to add a new act roughly every 9 month after full release.

We're currently working really hard on the dsync issue, I suggest you give this thread a read:

https://www.pathofexile.com/forum/view-thread/318115

Many features in Path of Exile are constantly being looked into, and changed over time. I will be passing your thoughts onto the development team for consideration.

If you have and further questions, please don't hesitate to let us know (you can email "support@grindinggear.com" at any point in time).

- Mike


So please address the whole idea behind so called crafting/gambling system.
The mechanics of it are punishing. The amount of unpredictability in it is unrewarding. And the ability of it to mostly break your gear than to upgrade it is really pissing people off.
At least please discuss our positive feedback about the system:

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Martinezz123 wrote:
The ideas were proposed in several topics.
Like here:
http://www.pathofexile.com/forum/view-thread/322624/page/4/#p3082598

With no response.
And obviously with no change going that way.

I've posted, what would make the drawing system on gear more acceptable, several times.

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RPGs use RND in different contexts and amounts. They RND the amount of damage you do every time and we do not complain about that - because it always has reasonable boundaries.
Imagine what would we say if the damage system would be created like the "crafting" in PoE is. Each time you hit a mob it would roll a bunch of dices with a completely unpredictable outcome - from damage types through the amount to the completely random range and direction - even being able to hurt yourself.
Would we complain?
Would we propose as a solution to rise some results a bit?

So the system itself in its core assumptions is to be changed.
Like we accept some randomness in the damage amount, the system could steel use RND, but not to the amount it does now.
I'm repeating myself but maybe it is good to repeat good proposals again and again.

All the divine, chaos and alteration orbs should be stopped from clearing all your actual suffixes and making that mess we hate.
Instead they should ONLY draw the ONLY ONE suffix - the one you've used them on. So if you've got 5 suffixes in a rare item. Two of them you really like. You use the chaos orb on a third one and you get a new suffix here.

The playability of this new approach would change drastically and punishing level would drop reasonably.
Yet keeping the rnd approach to the crafting.
That's what GGG should really do.
Change the current one-armed bandit - punishing - system to the, steel random, but the more controllable one.


And it's been raged by so called hardcore players, which are just trolls to me.
Unfortunately GGG is actually more interested in their rage than in the proposals.

The system is pathetic.
The results ate 100% the opposite from ones the real aRPG should have.
There is no sense of reward for players efforts and no progress.

All of this is wrong.
And then there is the problem of survivability of mele builds and the fact that you have to be at least 10 levels above the mobs to play fluently (without dying continuously).

The game's been fucked up.



There are two main things dropping people out of the game:
The one-armed bandit "crafting" system. Punishing as hell.
And the survivability on melee builds which causes player to be at least 10 levels above the map to be able to survive in most cases.



Last edited by Martinezz123#5213 on May 3, 2013, 8:54:55 AM

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