Visual Representation of the feedback after a major PoE patch

need remove ALOT effects to make game visual pleasure and enjoy
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https://www.pathofexile.com/forum/view-thread/2037371 Vouch
Mercenaries veiled crafting all service all crafts mods
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Veiled crafting Service Settlers craft PM: TreeOfDead
Turn off gore option being added

Player skill effect opacity slider being added

Monster skill effect opacity slider being added

Rare Monster skill effect opacity slider being added

Unique Monster skill effect opacity slider being added

Boss skill effect opacity slider being added

Disable Shown buffs/debuffs by controll right clicking the icon

rearrangement of ui elements

Added slider for skill effect opacity (accessible through the mtx interface when customising gems)
Farming salt on the forums since 2024
Last edited by Toaru_Majutsu_no_Index#1288 on Aug 2, 2021, 2:11:16 PM
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Toaru_Majutsu_no_Index wrote:


Harvest


Expedition




Please be aware the steam charts stuff has way less data points when you go back a year. That's why the top image is a straight line and the bottom one actually shows the daily fluctuation you would expect. I'm not commenting on what the numbers mean, but showing two graphs with completely different levels of detail/fidelity isn't really a great analysis.
That is the reason I was lenient towards expedition and used the "peak" daily values over the daily low or any average.

While the graph due to compression is not perfect, its the most accurate available data which I can trust to use.


Fact is, league started at 120kish and now the peak consistently is ~60k or slightly less, if I had evaluated the daily low, I would have said:

OMG EXPEDITION LOST 80% OF ITS PLAYERS ALLREADY ROFLLOL


-edit-

my statement towards the players lost% being more lenient towards expedition than harvest makes it just more serious.
Farming salt on the forums since 2024
Last edited by Toaru_Majutsu_no_Index#1288 on Aug 2, 2021, 6:14:37 PM
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Deadandlivin wrote:


Ultimatum lost 41% of it's playerbase after 1 MONTH.
Ritual lost 38% of it's playerbase after 1 MONTH.
Heist lost 39% of it's playerbase after 1 MONTH.
Harvest lost 48% of it's playerbase after 1 MONTH (Bad performing league)


I just wanted to clarify that some of your numbers are not correct. I've been tracking the stats lately myself and noted that there's a very typical pattern in player loss with gradual daily declines during the week followed by an uptick on the weekends and then continuing into the declines. Each weekend peak is lower than the one before and the decline is relatively smooth over the course of a league.

The best comparison point is usually day 9 of the league as this is usually the highest point of the following weekend and displays a slight recovery from the Friday prior's decline. In order of release here's the day 9 population loss from league start:

Delirium 36.7%
Harvest 49.4%
Heist 40.8%
Ritual 20.5%
Ultimatum 25.0
Expedition 46.2%

Ritual lost more than 46.2% of it's population by day 20
Ultimatum lost more than 46.2% of it's population by day 18


What the data indicates is that both Ritual and Ultimatum are the relative high points of Path of Exile in relation to both player numbers and player retention. People seemed inclined to play the game and keep playing the game. These two leagues also stand out as relative anomalies in relation to the other recent leagues.

Harvest, Heist and Expedition all lost 40% or more of their player base in the first week and Delirium wasn't far away from that either. Now there are numerous complex reasons for all of these results as you can tell from the forums, players are not uniform in what they want and how they play. Because leagues also typically include changes to the base game it can be difficult to determine whether player loss is due to a league mechanic or a game change mechanic.

What is notable though is that of the last 6 leagues, Expedition started with the lowest player count and at day 9 finished with the lowest player count, by a long way. If the league had come after Delirium, Harvest or Heist then these numbers wouldn't look so bad, but coming immediately after two of the best performing leagues, the numbers look quite damning. I think it's also reasonable to conclude that if Expedition occurred immediately after Delirium, Harvest or Heist that the numbers would have been even lower as there would be less goodwill banked with players from better performing leagues.

It's reasonable to conclude that Expedition is less popular than any of the last 6 leagues but more correctly, the wholesale changes to the mechanics of PoE are less popular than any other changes in the last 6 leagues as I can't attribute the player disengagement to a league mechanic that is not too dissimilar to others in the past.

Whether these changes are within parameters set by GGG or have resulted in a financial underperformance is beyond anyone's analysis except for GGG themselves. It is reasonable to project that if GGG continue with similar significant changes to game mechanics that do not prioritise player engagement and fun, that future leagues are likely to suffer worse declines.
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Aldora_the_Summoner wrote:
It is reasonable to project that if GGG continue with similar significant changes to game mechanics that do not prioritise player engagement and fun, that future leagues are likely to suffer worse declines.


Say "nerfs". Say "a harder game". Hell, even say "a more tedious game", if you want. But don't use the words "engagement" and "fun", because a lot of players are finding this league/patch a hell of a lot more "fun" and "engaging" than the last 10 leagues.

"Fun" and "engagement" are too subjective to be used to generalize "players", like you just did. So in my eyes, they DID prioritize "fun" and "engagement" this league. This whole presumption that "nerfs" and "hard" are anti-fun may be true for some, but not enough to generalize it onto to everyone.
Bring me some coffee and I'll bring you a smile.
I disagree Phrazz, and as I also stated in my previous post:

"players are not uniform in what they want and how they play".

I'm not denigrating the enjoyment many players are deriving from this league but the analysis of the data is quite clear. A significant portion of the player base has not found the league (or more to the point, the game mechanic changes) to be rewarding, engaging or desirable.

Very broadly you can draw the conclusion from recent data that a quarter of players who played Ultimatum did not even bother to start playing Expedition. For those that did start playing Expedition the abandonment rate was almost double that of Ultimatum.

I'm not making a statement that you are wrong to enjoy the game as it currently is, or that a large group of players are not also enjoying the game. The data does however indicate that many of the recent changes have been so polarizing as to disengage another large part of the player base. While the changes to the game are fun to you, I can't honestly accept that engagement and fun were prioritised with this patch.

A particular vision by GGG was prioritised, it was also poorly implemented and did not adequately balance the other side of the player/monster equation. The real prioritisation was about the direction that GGG want to take the game in. Obviously they want to make the game fun, but for many players that was a secondary (at best) consideration. It's clear that GGG actually intend to disenfranchise a portion of their customers which is their prerogative. It's a peculiar business decision though and will of course result in some customer's publicly disagreeing with the change in direction.

I'm not saying that one approach to game play is right and the other wrong. Personally I believe that the game can cater to a variety of player styles if the vision is there and the execution is well managed. Right now I think we're a long way from that end state.

There would seem to be a number of tools at GGGs disposal if they chose to use them. Private leagues allow the manager to increase the challenge in a number of ways that raise the difficulty level. It used to be that hard core games were that additional challenge but ironically, many of the changes in recent years have made hard core less viable for a lot of players.

Anyway, the data can be interpreted a number of ways in relation to the underlying causes, but the numbers themselves are quite clear.
Quite clear without taking into account the time of the year, the current world events and the availability of other games to play. All of this factors into a league's start and retention, not only patch notes.

btw I do not agree with your conclusion that ultimatum was one of the best leagues retention-wise. By my calculations (7 days, 1 month and 2 months) it was weaker than both delirium and heist.
The drop off in Harvest was because the setting up of the garden itself was annoying and the league combat of fighting plots of 24 wetas over and over was uninspiring. Other than like 3 people on Discord nobody quit Harvest in the first 10 days because they had made all of their items for all of their characters already. But Chris was fooled and now people have the game they always wanted.
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Aldora_the_Summoner wrote:
"
Deadandlivin wrote:


Ultimatum lost 41% of it's playerbase after 1 MONTH.
Ritual lost 38% of it's playerbase after 1 MONTH.
Heist lost 39% of it's playerbase after 1 MONTH.
Harvest lost 48% of it's playerbase after 1 MONTH (Bad performing league)


I just wanted to clarify that some of your numbers are not correct. I've been tracking the stats lately myself and noted that there's a very typical pattern in player loss with gradual daily declines during the week followed by an uptick on the weekends and then continuing into the declines. Each weekend peak is lower than the one before and the decline is relatively smooth over the course of a league.

The best comparison point is usually day 9 of the league as this is usually the highest point of the following weekend and displays a slight recovery from the Friday prior's decline. In order of release here's the day 9 population loss from league start:

Delirium 36.7%
Harvest 49.4%
Heist 40.8%
Ritual 20.5%
Ultimatum 25.0
Expedition 46.2%

Ritual lost more than 46.2% of it's population by day 20
Ultimatum lost more than 46.2% of it's population by day 18


What the data indicates is that both Ritual and Ultimatum are the relative high points of Path of Exile in relation to both player numbers and player retention. People seemed inclined to play the game and keep playing the game. These two leagues also stand out as relative anomalies in relation to the other recent leagues.

Harvest, Heist and Expedition all lost 40% or more of their player base in the first week and Delirium wasn't far away from that either. Now there are numerous complex reasons for all of these results as you can tell from the forums, players are not uniform in what they want and how they play. Because leagues also typically include changes to the base game it can be difficult to determine whether player loss is due to a league mechanic or a game change mechanic.

What is notable though is that of the last 6 leagues, Expedition started with the lowest player count and at day 9 finished with the lowest player count, by a long way. If the league had come after Delirium, Harvest or Heist then these numbers wouldn't look so bad, but coming immediately after two of the best performing leagues, the numbers look quite damning. I think it's also reasonable to conclude that if Expedition occurred immediately after Delirium, Harvest or Heist that the numbers would have been even lower as there would be less goodwill banked with players from better performing leagues.

It's reasonable to conclude that Expedition is less popular than any of the last 6 leagues but more correctly, the wholesale changes to the mechanics of PoE are less popular than any other changes in the last 6 leagues as I can't attribute the player disengagement to a league mechanic that is not too dissimilar to others in the past.

Whether these changes are within parameters set by GGG or have resulted in a financial underperformance is beyond anyone's analysis except for GGG themselves. It is reasonable to project that if GGG continue with similar significant changes to game mechanics that do not prioritise player engagement and fun, that future leagues are likely to suffer worse declines.


You might be correct, I'm not good at reviewing stats. But I don't understand how you're getting those numbers.
I'll take Ritual as an example:

Ritual Day 1 peak:


Ritual Day 35 peak:


If I'm not misstaken, you just count the losses by dividing the Day 35 peak by the day 1 peak.

90539/157091 = 0,576 -> 57.6% left playing -> 42.4% had quit the league.

I don't understand what numbers you are using to find that Ritual lost 46% of it's population by day 20 when my calculations that 42% had left after 35 days.

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