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Prizy wrote:
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trixxar wrote:
Chris is wrong, and the numbers prove it. Harvest should have been tweaked (like you find better crafts in T16, not T11) and made things account bound, and his explanation against that makes zero sense.
The problem I always have with Chris' logic is that he only attributes value to Trade/Market value. He has said numerous times, that making harvest acct bound items etc, would just kill an item and make it useless for someone.
It doesn't make sense. The intrinsic value in an item doesn't ONLY come from what you can sell it for in trade. It comes with value in YOU, YOURSELF, as a player using the item. That IS the value...and Chris just never sees it.
He flies so close to the idea then always flutters away from understanding what makes items valuable to a player.
The model for a while in leagues has been to shower players in OTHER currency as a reward. Div cards, incubators, various orbs... Some players consider this rewarding.
For me the game never feels rewarding from that perspective as I like finding ITEMS. Items I can manipulate and wear myself on my character or build a character around. THAT has either been getting nerfed (over and over again) or doesn't even exist for many vectors of the game at all anymore.
You simply CAN'T find good items BY DESIGN.
Combine this with the idea that ALL good items only CAN drop in red maps (once you have access to conqs, shaper, and elder) and you have a recipe for disaster.
You can't put ALL of your rewards in red maps. MOST is okay, but there has to be VALUE in running yellow/white maps that make it so people WANT to do that grind... right now people don't see the value in it and I don't blame them.
"League starter anxiety" is fundamentally a design failure on the part of GGG. An ARPG like this should be a power fantasy where you can pick ANY skill that is cool to you and do decent with it. That just doesn't happen anymore. GGG has always nerfed outliers without buffing underperformers. The current state of the game is the expected result from that style of balancing.
GGG has nobody but themselves to blame for the current state of the game... then again in order to feel "blame" they must first feel as if something is wrong... which I don't even know if they do.
It's a perfect storm where the player OR GGG is either arrogant or ignorant, the key is trying to figure out which one is which lol.
The core issue I see between GGG and the community is that the community plays at vastly different rates of efficiency - the "how much have you earned in scourge yet" topic around the forums is very eye-opening in this regard.
Top players have 100+, even 150+ EX by this point, while the less efficient players have one-tenth of that, even with somewhat comparable playtime. And that's considering the less efficient players who post here haven't quit yet, so they are in the above-average part of the playerbase.
GGG trying to stretch the grind for the most efficient players hasn't really done much, since they are done with all the content in 1 - 2 weeks anyway, but it has destroyed the game for the bottom 50 %, and made it a lot less enjoyable for a large percentage of the remaining half.
I mean, I'm playing, I'll make 36 challenges because I want the pet, but I still consider the game a shitty shadow of its former, 3.13, self.
Last edited by Xyel#0284 on Nov 8, 2021, 2:04:59 PM
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Posted byXyel#0284on Nov 8, 2021, 2:04:49 PM
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followed by its fastest drop off lul
R.I.P. my beloved P.o.E.
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Posted byampdecay#1924on Nov 8, 2021, 2:04:56 PM
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Aldora_the_Summoner wrote:
I think it's helpful to separate the hyperbole from the genuine well articulated concerns. If you only look at the extreme opinions (e.g. Game is Dead versus The best Game Ever) you will always find something to suit a particular narrative.
No, the game is not dead but I would contend that it has a worrying trend right now.
Let's establish some basic points to help paint the picture. PoE is free to play and generates revenue from players voluntarily purchasing MTX or some useful character attributes. It's reasonable to assume that most people will have played the game for a period of time before purchasing anything. Players who have a rewarding time are more likely to stay engaged, and therefore more likely to spend money.
So if you are GGG, your financial goals are aligned to player attraction and player engagement. Ultimately you want to attract more players of the demographic that are likely to convert to paying customers and you want to retain them in the game for as long as reasonable.
We have good historical information that clearly shows player numbers spike on the first weekend of a new league and then gradually decrease over the length of the league with minor upticks each weekend.
As the OP pointed out, 3.16 is the third highest player numbers on league launch behind Ritual and Ultimatum respectively. That's good news for GGG, particularly after the terrible (and arguably justified) press the game received for 3.15.
Now we get to the second part of the equation though, player retention. I've found that the 9 day period from launch to be a good review point as it provides two full weekends to compare and see how many players seem to be enjoying the game and are keen to come back for a successive weekend.
I think it likely that a lot of players will only buy MTX if they're going to play the game for at least more than a week. I suspect that payment behaviour might have changed recently too as a lot of regular players would stump up for a league pack before the league actually started, but there's been a lot of topics recently where players appear to be more wary about the quality before they engage with GGG.
So back to retention and this part is the trend that I find concerning. Comparing to the previous six leagues (Delirium, Harvest, Heist, Ritual, Ultimatum and Expedition), the abandonment percentage rate for Scourge is the second highest at 42.4%, right behind Expedition at 46.2% with Harvest running a close third at 37.2%.
The other listed leagues tended to lose players at around 20% - 25%. This would seem to indicate that players of the other leagues found the game to be generally engaging and encouraged them to come back and play. As we've already established, players that enjoy the game and are engaged are more likely to pay GGG.
Even though Scourge started with the third highest launch volumes, the abandonment rate is so high that as of the following weekend they had the third lowest player count (for the last seven leagues) at that comparative time point with a little under 87,000 players. Harvest had just under 80,000 and Expedition had under 63,000.
Comparatively Delirium, Heist, Ritual and Ultimatum had just under 100,000, 93,000, 125,000 and just over 116,000 respectively.
We know that GGG's revenues were not great last league. I doubt that we'll get any real insight into them this league but I suspect that while they might be better, they won't be at the levels of more recent leagues prior to the massive changes from 3.15.
There is more than enough information including data and anecdotal commentary to clearly demonstrate that the recent changes to the game by GGG are unpopular with a significant portion of the player base. This is not just launching a league that doesn't resonate with everyone, or the tweaking of a mechanic or build, there's been plenty of those over the years. I would contend there is sufficient information to establish that the change in direction that GGG are making has some significant risk in it.
I think it's worth pointing out too that people are voicing their disappointment not because they think PoE is awful, they're upset because something they previously enjoyed is now objectively in a less enjoyable state and they would like to see things improve.
This is a great post. I joined during Ultimatum league and got hooked even though my build was garbage. The gameplay is solid, the diversity and customization of the game is amazing and I was one of the people who really enjoyed the ultimatums: they were quick, easy to understand and had instant rewards. As a casual player, every ultimatum felt like it could have resulted in a decent upgrade. I was able to progress through the game and, even though I hit a ceiling due to a bad build, I had a better understanding of how to continue my progress. I knew that I was going to playing more so I bought a couple of MTX.
Expedition seemed to make that progress much more difficult: despite having a vastly superior build with lots more defensive layers, I still capped out close to the same level as before. Act 1, which should be the easiest area to allow players to get used to the game and mechanics, was suddenly one of the hardest. I'd also be a rich man if I had a nickel for every person who complained in Chat that Oak was unbeatable. Additionally, while Expedition also had great rewards, for the most part you got them not from fighting monsters, but from camping in your hideout interacting with NPCs. NOT what I'm looking for from an ARPG. If I had started in Expedition, I probably would not have stuck around or spent any money on the game.
The build I'm working on is my best build yet but I'm not sure that I'll be able to complete a lot of the endgame content with it. I'm starting to get the sense that unless you have some decent crafting knowledge, there will always be a cap on your progress. I look on poe.ninja at players using the skills that I want to use and their gear is all full of high end crafted stuff that is insanely expensive if it is even on the market (sometimes you can't even find comparable gear on trade, you have to make it). I have neither the time nor the inclination to spend hours watching YouTube videos in order to learn how to effectively craft using what seems like thousands of different crafting techniques. So my alternative is to spend tons of time grinding for currency without any guarantee that I'll be able to get gear good enough to get my character level past the early to mid 80s or be able to beat the end game bosses. And that's IF I have enough time to spend grinding before the end of the league. God help you if you're a casual who wants to get more than one character to endgame.
There are people who know how to use the crafting systems to get elite gear and have the time to spend in the first week or two of the league grinding their characters to make it; then there are people who don't have the knowledge or the time and just want to run around killing monsters with spells, swords axes and bows. There is a HUGE disconnect between the experience of the two types of players and GGG seems to be pushing the game towards the former rather than the latter.
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Zeronemo wrote:
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Aynix wrote:
Bounding items is the worst mechanic ever and if they will ever add it to the PoE, it will be day that I leave PoE for good.
They dont have to add bound items. During harvest and ritual the economy didnt collapse and i dont see why it should do so. The reason we dont have deterministic crafting is simply that ggg doesnt want it in their game. The problem is just that people experienced how good it was and what kind of longterm goals it offered.
Longterm goals? In Harvest? You could make "mirroer tier items" in few days (more if you dont play 10h/day). You could "max out" your character in like 1-2 weeks. What longterm goals we talk about?
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Posted byAynix#7757on Nov 8, 2021, 3:39:34 PMOn Probation
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Aynix wrote:
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Zeronemo wrote:
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Aynix wrote:
Bounding items is the worst mechanic ever and if they will ever add it to the PoE, it will be day that I leave PoE for good.
They dont have to add bound items. During harvest and ritual the economy didnt collapse and i dont see why it should do so. The reason we dont have deterministic crafting is simply that ggg doesnt want it in their game. The problem is just that people experienced how good it was and what kind of longterm goals it offered.
Longterm goals? In Harvest? You could make "mirroer tier items" in few days (more if you dont play 10h/day). You could "max out" your character in like 1-2 weeks. What longterm goals we talk about?
Total BS Hyperbole.
Most average gamers used Harvest to fix their gear by adding some life or resists to help them progress further, or have some gear goals to work on. Most folks didn't have mirror tier gear or use TFT to make reddit showcase abominations.
Also please take a look at the retention metrics. People seem to be "maxing out" and leaving two weeks anyways. So this Harvest logic makes no sense. Elites gonna elite.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
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Posted byDarthSki44#6905on Nov 8, 2021, 3:57:22 PMOn Probation
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Prizy wrote:
"
trixxar wrote:
Chris is wrong, and the numbers prove it. Harvest should have been tweaked (like you find better crafts in T16, not T11) and made things account bound, and his explanation against that makes zero sense.
The problem I always have with Chris' logic is that he only attributes value to Trade/Market value. He has said numerous times, that making harvest acct bound items etc, would just kill an item and make it useless for someone.
It doesn't make sense. The intrinsic value in an item doesn't ONLY come from what you can sell it for in trade. It comes with value in YOU, YOURSELF, as a player using the item. That IS the value...and Chris just never sees it.
He flies so close to the idea then always flutters away from understanding what makes items valuable to a player.
The model for a while in leagues has been to shower players in OTHER currency as a reward. Div cards, incubators, various orbs... Some players consider this rewarding.
For me the game never feels rewarding from that perspective as I like finding ITEMS. Items I can manipulate and wear myself on my character or build a character around. THAT has either been getting nerfed (over and over again) or doesn't even exist for many vectors of the game at all anymore.
You simply CAN'T find good items BY DESIGN.
Combine this with the idea that ALL good items only CAN drop in red maps (once you have access to conqs, shaper, and elder) and you have a recipe for disaster.
You can't put ALL of your rewards in red maps. MOST is okay, but there has to be VALUE in running yellow/white maps that make it so people WANT to do that grind... right now people don't see the value in it and I don't blame them.
"League starter anxiety" is fundamentally a design failure on the part of GGG. An ARPG like this should be a power fantasy where you can pick ANY skill that is cool to you and do decent with it. That just doesn't happen anymore. GGG has always nerfed outliers without buffing underperformers. The current state of the game is the expected result from that style of balancing.
GGG has nobody but themselves to blame for the current state of the game... then again in order to feel "blame" they must first feel as if something is wrong... which I don't even know if they do.
It's a perfect storm where the player OR GGG is either arrogant or ignorant, the key is trying to figure out which one is which lol.
100% sign.
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Posted byZottelfisch#6506on Nov 8, 2021, 4:10:07 PM
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This league is amazing! I chose to sit out last league due to how bad it was. Now i'm back playing all day haha ;D
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Posted bymomonami5#2026on Nov 8, 2021, 4:10:42 PM
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DarthSki44 wrote:
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Aynix wrote:
Longterm goals? In Harvest? You could make "mirroer tier items" in few days (more if you dont play 10h/day). You could "max out" your character in like 1-2 weeks. What longterm goals we talk about?
Total BS Hyperbole.
Most average gamers used Harvest to fix their gear by adding some life or resists to help them progress further, or have some gear goals to work on. Most folks didn't have mirror tier gear or use TFT to make reddit showcase abominations.
Also please take a look at the retention metrics. People seem to be "maxing out" and leaving two weeks anyways. So this Harvest logic makes no sense. Elites gonna elite.
Yeah, making a single mirror tier usually cost about 50-100ex in buying crafts. So to be decked out was 1000ex?
I mean if people spend 1000ex now they are still insanely powerful.
But, it could be streamers got decked too fast, so they were not streaming. So even if only 1% of people benefited too much from harvest, GGG felt they had to nerf it?
I used it to make reasonable items, 450 dps 1 handers, maybe a 6L with +1 curse and some life/res, normal stuff like that.
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Posted bytrixxar#2360on Nov 8, 2021, 4:20:55 PM
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It's a meme or some ish.
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Posted byHellsW1ind#4897on Nov 8, 2021, 4:53:45 PM
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Indeed.
One of the biggest launch numbers but also one of the biggest drop offs after two weeks, when people realized the league mechanic rewards are garbage for the most part.
Masterpiece of 3.16 lore
"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body."
Only usable with Ethanol Flasks
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Posted bygandhar0#5532on Nov 8, 2021, 5:49:52 PM
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