''This game will dethrone PoE''

"
Redthorne82 wrote:
I try and try to understand, but I can't see the "Wolcen DEAD GAME" viewpoint.

People complaining about server stability, crashes, bugs...sure...it would be better if the game hadn't released with these problems.

However, they went from 1 chapter to 3, fleshed out endgame for release, and (most importantly) went from 1800 concurrent players to over 100,000.

There was NO way they could have anticipated that. Imagine working at a clothing store that has 10 customers a day, then one day, having 1,000 customers.

The infrastructure wouldn't hold that many people. It would be physically impossible to handle that many customers on what would probably be a 2 person staff.

I've seen video of 1.0 PoE...and I think people are forgetting how HORRIBLE it was. Desync everywhere, rubberbanding, dying to literally nothing...

I'm not defending Wolcen as a POE killer or anything. I'm just saying that comparing a game that's been out for 7 years vs one that's been out for 7 days...is a bit of logical fallacy. Might as well take a 7 day old child and slap them across the face for not being able to pass their 2nd grade spelling test.

Obviously, it shouldn't take 7 years to become playable...but give it a couple months before making outrageous claims. Hell, even Anthem lived longer than 7 days. :D


How exactly can they not anticipate that? The game is digitally sold on Steam. If my friend can get an up to date sales log on every toy he sells on Amazon, I'm pretty sure Wolcen can get an update on every copy of Wolcen they sold.

This isnt 10 years ago, when Hard Copies and estimations were a thing. They know the exact number of copies they have sold.

They knew exactly how many copies they sold. They knew exactly how many copies they sold the previous 2-3 weeks since launch announcement. I seriously doubt they were massively flooded post-launch, when they raised the price to 40 bucks. They were top 3 seller for weeks before the launch. You telling me they cant get a better grasp on popularity? Those 2-3 weeks of sells were definitely going to be playing the first week.

And I'm tired of hearing about the poor small team indie devs. Their team is 40 people. Its not massive, but its not 4 guys in a garage, either. And anyways, I dont care about these excuses. What matters is the end product. If your team is so small or your resources are too thin to be able to put out your vision, dial it back. You dont get participation points in life.

I just get tired of hearing this excuse. "Oh but they only had 1k people during EA!!" So what? They were not nearly as blindsided by the popularity as you think they are, because they know exactly the amount of games that have been sold. Especially recently, where most of the players are going to come from.
"
Destructodave wrote:
"
Redthorne82 wrote:
I try and try to understand, but I can't see the "Wolcen DEAD GAME" viewpoint.

People complaining about server stability, crashes, bugs...sure...it would be better if the game hadn't released with these problems.

However, they went from 1 chapter to 3, fleshed out endgame for release, and (most importantly) went from 1800 concurrent players to over 100,000.

There was NO way they could have anticipated that. Imagine working at a clothing store that has 10 customers a day, then one day, having 1,000 customers.

The infrastructure wouldn't hold that many people. It would be physically impossible to handle that many customers on what would probably be a 2 person staff.

I've seen video of 1.0 PoE...and I think people are forgetting how HORRIBLE it was. Desync everywhere, rubberbanding, dying to literally nothing...

I'm not defending Wolcen as a POE killer or anything. I'm just saying that comparing a game that's been out for 7 years vs one that's been out for 7 days...is a bit of logical fallacy. Might as well take a 7 day old child and slap them across the face for not being able to pass their 2nd grade spelling test.

Obviously, it shouldn't take 7 years to become playable...but give it a couple months before making outrageous claims. Hell, even Anthem lived longer than 7 days. :D


How exactly can they not anticipate that? The game is digitally sold on Steam. If my friend can get an up to date sales log on every toy he sells on Amazon, I'm pretty sure Wolcen can get an update on every copy of Wolcen they sold.

This isnt 10 years ago, when Hard Copies and estimations were a thing. They know the exact number of copies they have sold.

They knew exactly how many copies they sold. They knew exactly how many copies they sold the previous 2-3 weeks since launch announcement. I seriously doubt they were massively flooded post-launch, when they raised the price to 40 bucks. They were top 3 seller for weeks before the launch. You telling me they cant get a better grasp on popularity? Those 2-3 weeks of sells were definitely going to be playing the first week.

And I'm tired of hearing about the poor small team indie devs. Their team is 40 people. Its not massive, but its not 4 guys in a garage, either. And anyways, I dont care about these excuses. What matters is the end product. If your team is so small or your resources are too thin to be able to put out your vision, dial it back. You dont get participation points in life.

I just get tired of hearing this excuse. "Oh but they only had 1k people during EA!!" So what? They were not nearly as blindsided by the popularity as you think they are, because they know exactly the amount of games that have been sold. Especially recently, where most of the players are going to come from.


I'd wager that a large chunk of those sales were literally within the last week, and that a lot of the concurrents had purchased the alpha LONG before the release and just fired it back up for release.

It's actually ridiculous to assume that they could have planned for this perfectly. Call of Duty has server issues every year, and they've had huge releases for over a decade. This is the company's first game and they're working it out.

As I said, problems are problems, and it's a bad look...but saying they should have known they'd have 100k+ concurrents and exactly what kind of server structure would support that...shows your extreme lack of knowledge of how server structure and overload works.
Lets not forget server stability wasnt the only problem Wolcen had. Actually it was the only problem it COULD have. All the bugs/exploits/crashes and so on just show how much they rushed to release this game.
"
Asmosis wrote:
I'll probably play this one for a bit, but TBH PoE has ruined ARPG's for me. Whenever i play (another) one i always think "i could be doing this in PoE right now".


Not me. Sometimes I just want something different even if it is more basic. It only ruins it if they copy too much.
"
Destructodave wrote:


How exactly can they not anticipate that? The game is digitally sold on Steam. If my friend can get an up to date sales log on every toy he sells on Amazon, I'm pretty sure Wolcen can get an update on every copy of Wolcen they sold.

This isnt 10 years ago, when Hard Copies and estimations were a thing. They know the exact number of copies they have sold.

They knew exactly how many copies they sold. They knew exactly how many copies they sold the previous 2-3 weeks since launch announcement. I seriously doubt they were massively flooded post-launch, when they raised the price to 40 bucks. They were top 3 seller for weeks before the launch. You telling me they cant get a better grasp on popularity? Those 2-3 weeks of sells were definitely going to be playing the first week.

And I'm tired of hearing about the poor small team indie devs. Their team is 40 people. Its not massive, but its not 4 guys in a garage, either. And anyways, I dont care about these excuses. What matters is the end product. If your team is so small or your resources are too thin to be able to put out your vision, dial it back. You dont get participation points in life.

I just get tired of hearing this excuse. "Oh but they only had 1k people during EA!!" So what? They were not nearly as blindsided by the popularity as you think they are, because they know exactly the amount of games that have been sold. Especially recently, where most of the players are going to come from.


I can see your point, but if you look at the number of indie games and AAA titles launched yearly, and the ones that have the kind of runaway success like wolcen, it's not a long list.

So nobody can ever really just 'assume' that they're going to be wildly successful and 'just plan for it' scalability costs money. They may not have had the budget for that. Wolcen got a perfect storm of factors leading to their initial success, it's a shame they made a ready to ship product and not a ready to play product though.
"
Arrowneous wrote:
Oh look... another frivolous I_No post.



This.
Tired of trolls? Ignore them.
https://www.pathofexile.com/forum/view-thread/1473168
"
Redthorne82 wrote:

However, they went from 1 chapter to 3, fleshed out endgame for release, and (most importantly) went from 1800 concurrent players to over 100,000.


Not exactly. They went from 5 acts to no acts to 1 act to 3 acts as they polished things. there's still two missing.

"
codetaku wrote:
Oh, I don't think Wolcen is a "dead" game. I just think that, for now, it seems like a *bad* game.

It could get better, maybe, but if I ever decide to buy it, I'm definitely never playing Online unless I hear that they have completely reset it (or made a League/Ladder system like PoE/D2).

Whiiiiich probably means I'll wait until they've made a bunch of endgame expansions that are all considered super fun and interesting for single player mode.


There's two acts missing, so might want to wait for those.

By that time they should have fleshed out the endgame which looks deep at first, but kinda quickly find out its not. then start wondering why these mechanics aren't present throughout the actual game to make it more interesting.
Servers is the smallest problem compared to the bugs and exploits. PoE had very bad servers as well (but that was in beta).

You could duplicate items and money. Character and stash wipes, visual glitches and bugs. Completely broken items. Talent tree and attributes dont make any sense either. This game is in alpha and shouldnt be sold yet at all. Beta and early access games rarely have that many problems. Wolcen and Star Citizen have both failed in development and should be treated like demos more than games. Atleast tell the buyer that it is still in alpha and will have major bugs and broken features for quite some time after release. Im not surprised people are dissapointed.
I thought original D3 had a bad start (and it did) so I waited and didn't start playing it until Memorial weekend to give Blizzard time to "fix their shit". My D3 trio party play was good by then. So Wolcen is in a similar bad way and needs a few weeks or months for their tiny dev team (only 13 core devs created it) to get the problems worked out. That should make it my next great summer trio arpg. I tried in summer of 2014 with PoE trio play and it failed from bad QoP plus my 2 BFFL party members are super duper casuals and PoE is too grindy for them.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
Last edited by Arrowneous#3097 on Feb 25, 2020, 9:08:07 AM
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