PoE needs time-gating to improve player retention
Every league it's the same thing. People play for 1-2 weeks, then quit out of boredom or burn out. I think PoE would retain them better if they implemented time based mechanisms for certain objectives in PoE, similar to how World Quests in WoW work. This concept would be applied to certain objectives or special quests that help advance the progression post the campaign (similar to the dailies for masters). So, for example they could introduce special boss fights or maps that are on a global timer and offer benefits to the character progression either as loot, or a reputation system reward that's tied to the scenario/quest/related NPCS that help you improve your gear or standing, allowing you access to harder content as you progress.
With the ever increasing amount of content that PoE has, this would ensure players explore everything PoE has to offer while also improving retention, the economy (discouraging gold farmers) and help players achieve a higher level of satisfaction once their objectives are complete. Of course, this time-gate system would also have to ensure that content is relevant and worth pursuing, perhaps also less reliant on RNG factors. I think this would warrant a change of mentality coming from both GGG and the player base but would ultimately greatly benefit PoE's numbers on all fronts. What do you guys think? Last bumped on May 3, 2018, 2:31:19 AM
|
![]() |
Nawh, GGG needs to make the game actually hard, not random.
Reaching Uber Elder isn't hard, it's just retarded hard to grind there. Getting rare beasts / liches isn't hard, it's just impossible to find. Getting to Shaper isn't hard, it's just dumb RNG if you can sustain your map pool to there or not. etc. Most popular / top builds can do T16 in a breeze, mine can do with literally full quantity and rarity gear - It's not hard. I've proposed for a while to make the game harder but instead they fucked the drops which is not making the game harder. I quit the game this league as soon as I was level 90 since I was whoring T6 maps and couldn't get any map drops or use currency to buff up maps hard when I bought high tier maps because of the drop trolls / nerfs. Uploaded an awesome Exsanguinate Freeze Explosion build on the forums - https://www.pathofexile.com/forum/view-thread/3508506
|
![]() |
I think that would have the opposite effect you're hoping for considering (what seems to be) the POE player mindset of needing things to be as fast as funking possible. I don't see the patience being there.
|
![]() |
" This game has enough gated content, please no time gating on top of it. | |
" Yes, I know. I mentioned that RNG needs to be toned down a bit to allow a more satisfying yet time-gated content progression. |
![]() |
time-gating the right way with actual content/stuff to do , sure ;
As long as their idea of time-gating is far and away from wow:legion's idea of time-gating. |
![]() |
No. They just need to add more things which directly contribute to guaranteed character building. Everything at end game is so RNG. Where in games like medianXL, Grim Dawn, Titan Quest there were challenges which would in one way or another permanently enhance your character. And typically they were very challenging to complete.
ProbablyGettingNerfed - L100 Occultist
Vinktarded - L100 Pathfinder GoogleDiversityHire - L100 Necromancer 3.13 was the pinnacle of PoE. IVYS+1 Gang 4 Life. |
![]() |
" Liiike.. Lab? |
![]() |
League mechanic should change as league last longer.
It's usually fine when you start but it becomes boring as time pass. I remember during abyss league for a week or two i had great fun running cracks. But when i become "strong" (just regular self made build that isn't amazing anyway) i had to wait for monsters to spawn longer and longer. This is why i think people lose interest in playing league after 2 weeks. It's fine, balanced when you start but for at least acceptable geared character it's too slow. So on example of abyss league this is what would make me want to play longer. First of all, battle itself. Cracks should spawn more monsters and reach end faster. It's very boring when i have to wait for "whatever" monsters to spawn. Second, rewards. Abyss jewels are nice, build enabling but when they are the only thing you drop (and you already have few stash tabs of them) it's hard to say droping jewel nr 10000 is exciting. |
![]() |
every arpg has the problem of needing to scale it's gratifications for players for long and low playtime, a very difficult task.
changing how these skilled nolifers level is not changing player retention because it's not slowing down progression by buffing diminishing returns of mastering content in high levels. i would tackle the issue by somehow dividing the economies of casuals and nolifers. age and treachery will triumph over youth and skill!
|