What happened to GGG?

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xSTGx wrote:
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SodanKerjuu wrote:
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thraSh25 wrote:
It's only a matter of time before others notice and the game rapidly declines; which it's starting to show from what I'm seeing.

Steam player chart disagrees with you:
http://steamcharts.com/app/238960

Meanwhile a total fuckwad is president of my country, also due to the magic of data aggregation.

Patch 3.0 could be is a total turd but still a spike in players at this time isn't surprising. Does that mean the game is better? I mean, I guess, since "popular" = "better", I already have my answer, right? :rolleyes:

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Chess
Yeah, but when you've spent a lifetime trying to master Chess, you'll have Chess. When you spend a bunch of time trying to master PoE, you'll have ... PoE. (/wah wah sad trombone just in case you couldn't already hear it.)


you seem angry...
I dont see any any key!
well at least in DS2 there are tons of things the game never tells you

the biggest one being that iframes are tied to agility which comes from a stat called adaptability

or that to use more spells you need to pump attunement

the game never teaches you a damage scaling works

heck the game never even tells you where to go
I dont see any any key!
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k1rage wrote:
well at least in DS2 there are tons of things the game never tells you

This is true; DS2, in many regards, is rougher than the first game for that. (I'll admit most of my experience was with DS1)

However, on the last note... Decent games never have to give the player a glowing arrow (or equivalent) to point them in the right direction. A highly-simplified example is to just look at the original Super Mario Bros. Does it ever tell you where to go? No. However, a player starts on the left side, and even if they don't TRY to go left (and find out the screen won't go that way) right is still the only logical direction to go.

While games that aren't linear 2D platformers will have more possible directions, good design will highlight and make it obvious which directions have more to them. "Oh, there's a row of torches headed in that direction, so there obviously must be something over there." That's a good example of a teaching moment.

Similarly, another consistent thing I see in Dark Souls games is that the majority of all environmental-related hazards DO have telltale signs; dried blood, scratches in stone, etc. All told, once you take these elements together, it makes the game more REALISTIC. This doesn't just improve immersion, but, because of that, makes it EASIER to understand; the realism and immersion lets players find that their real-life common sense is applicable. This is something that makes for a better game.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
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ACGIFT wrote:
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k1rage wrote:
well at least in DS2 there are tons of things the game never tells you

This is true; DS2, in many regards, is rougher than the first game for that. (I'll admit most of my experience was with DS1)

However, on the last note... Decent games never have to give the player a glowing arrow (or equivalent) to point them in the right direction. A highly-simplified example is to just look at the original Super Mario Bros. Does it ever tell you where to go? No. However, a player starts on the left side, and even if they don't TRY to go left (and find out the screen won't go that way) right is still the only logical direction to go.

While games that aren't linear 2D platformers will have more possible directions, good design will highlight and make it obvious which directions have more to them. "Oh, there's a row of torches headed in that direction, so there obviously must be something over there." That's a good example of a teaching moment.

Similarly, another consistent thing I see in Dark Souls games is that the majority of all environmental-related hazards DO have telltale signs; dried blood, scratches in stone, etc. All told, once you take these elements together, it makes the game more REALISTIC. This doesn't just improve immersion, but, because of that, makes it EASIER to understand; the realism and immersion lets players find that their real-life common sense is applicable. This is something that makes for a better game.


I actually agree with you on the point that a game really doesent need to tell you where to go

I cant tell you how many fun experiences I had in morrowind because I got lost looking for something and ended up finding something cool
I dont see any any key!
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LMTR14 wrote:

but I can't understand your post. ggg hasn't changed a bit in all those years. their interest is solely in making money by scamming suckers with mtx which have no gameplay effect whatsoever. but they are shiny, which attracts suckers like moths to a flame. WILSON is the root of all creative standstill, and people actually love him for that, as poe fanboys seem to be obsessive-compulsive types who don't like changes or additions to the formula, no matter how shitty it was to begin with. ironically those same people never stop to bitch about the so-called "balance", which really couldn't matter less in a game where multiplayer is completely optional.

"losing faith" is just you finally realising path of exile is kept from reaching its full potential by business-type people without a creative spark in their collective brains.

and it's an eternal shame. they had a good thing there with the introduction of masters, but ever since then, no worthy new game design concept was put in the game. instead we got shitlab and map redress, and now act redress, on top of the same damn temp league bullshit every few months, just with a 1% difference from the previous league. I can just see the next "expansion"... a map pack with the new environments from the new acts. go buy those supporter packs now! LOL


you're wrong in just everything, i met the guys at ggg 3 times since i started in 2012 and they've ever been a desperate bunch of enthusiasts and real gamers who are experts in their field. chris is an amazing lad, very down to earth attitude, generous in giving away his precious time, always listens carefully and he definitely knows his stuff.

if anything went wrong there it's that they listened too much on these reddit circlejerking hive minds who in one moment complain about stuff and in the next moment complain about ggg actually following their advise.

blaming them to cashing in for their game is non-sensical, they're a company which has to pay it's bills and the salary for nearly 100 peeps long term.

getting rid of the difficulties was likely taking too much of their dev power so there wasn't much time to make harbinger more impressive. when it comes to rewards i rather like the toned down droprates, perandus and breach were obscene to the level of cheating. ggg likely felt the need to spoil their player base to get them back playing.

it's sad that you don't like the stuff they made in the new acts, hopefully them fleshing out the new acts over time will be better to your taste.

age and treachery will triumph over youth and skill!
Dark souls' tutorial and directions are right there in the messages left by other people. It's like it has a game wiki imbedded into the main game without even having to bother implementing it. Brilliant.
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
Last edited by Pyrokar#6587 on Aug 21, 2017, 5:07:47 PM
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Pyrokar wrote:
Dark souls' tutorial and directions are right there in the messages left by other people. It's like it has a game wiki imbedded into the main game without even having to bother implementing it. Brilliant.


the messages are cool

but should not always be listened to lol
I dont see any any key!
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sidtherat wrote:
people spoiled once wont heal over time. they remain spoiled and as such you eiter cave in again or loose this part of playerbase


losing this (now massively whining) part of the user base wouldn't be that big of a loss i guess.

i'm glad they're back to provide a challenging game while ignoring those spoiled kiddos with only trading skills and too much time who want to change the game to their advantage by making ggg trivialising trading.

it's back to the poe roots, hopefully.
age and treachery will triumph over youth and skill!
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allbusiness wrote:
Manuals have been done away with because no one reads them. In game tutorials is how everything is done now.
Yeah but the same people who don't read manuals also just skip right through the tutorials. The general gaming audience can't even seem to check the keybindings for a game before playing now.
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gibbousmoon wrote:
"What? I wasn't supposed to play Lightning Strike? How the fuck was I supposed to know that?!"


I started SSF Legacy League with a Lightning Strike character.... :p
Worked gr8.
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