HALF of playerbase has quit in 1 WEEK

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Mikrotherion wrote:
"
KopaKabana wrote:
A huge part of poor retention and ppl leaving this game in DROVES is the 10 acts. Remove the need to progress thru them and you will have more players reaching the atlas.
I made it to act 7 this league, and that's where i draw my line now, i just can't go further, no matter what.


Can't see why the acts would deter so many people.
New players have no idea of mapping, for them the story is fresh, they get frequent gear upgrades and skill points, feeling like progress.

Veteran players complete the acts in a matter of hours, reaching maps and playing on maps.

Pro players reach endgame in a matter of hours and after two days have done everything in the game.

People who struggle during the acts would leave just the same if they were thrown directly into maps.

People who really take long for the acts (and not because they're struggling but because they don't play much) are perhaps the only people who might find completing the acts instead of just running one or two maps in one session too tedious.

Just IMO.


Really? You can't see how the stunning rhoas, freezing puddles, shocking skeletons, fireball chucking cannibals wouldn't deter someone? And all that isn't even halfway through Act 1! You have death leaping goats, and then you gotta deal with the Warden, with no way to refresh your flask. Things kind of settle down...and then ramp back up in Act 2 with rooting treants! Seriously, how much abuse should a player take in very beginning of the game. It doesn't ramp up and teach the player anything, instead, it turns that dial to 11 and well, abandon all hope ye who enter here.
The rooting treants is such bullshit :))) Also their color - they are freaking invisible cause their color is exactly the same as grass... Typical GGG thing these treants...
POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1.
Last edited by Bosscannon#3325 on Feb 21, 2022, 5:26:35 AM
"
jdp29 wrote:
"
Mikrotherion wrote:
"
KopaKabana wrote:
A huge part of poor retention and ppl leaving this game in DROVES is the 10 acts. Remove the need to progress thru them and you will have more players reaching the atlas.
I made it to act 7 this league, and that's where i draw my line now, i just can't go further, no matter what.


Can't see why the acts would deter so many people.
New players have no idea of mapping, for them the story is fresh, they get frequent gear upgrades and skill points, feeling like progress.

Veteran players complete the acts in a matter of hours, reaching maps and playing on maps.

Pro players reach endgame in a matter of hours and after two days have done everything in the game.

People who struggle during the acts would leave just the same if they were thrown directly into maps.

People who really take long for the acts (and not because they're struggling but because they don't play much) are perhaps the only people who might find completing the acts instead of just running one or two maps in one session too tedious.

Just IMO.


Really? You can't see how the stunning rhoas, freezing puddles, shocking skeletons, fireball chucking cannibals wouldn't deter someone? And all that isn't even halfway through Act 1! You have death leaping goats, and then you gotta deal with the Warden, with no way to refresh your flask. Things kind of settle down...and then ramp back up in Act 2 with rooting treants! Seriously, how much abuse should a player take in very beginning of the game. It doesn't ramp up and teach the player anything, instead, it turns that dial to 11 and well, abandon all hope ye who enter here.


And you think throwing a new player directly into maps, where there are stunning rhoas, freezing puddles, shocking skeletons, fireball chucking cannibals, leaping goats, rooting treants and bosses, compared to which the Warden is a fluffy kitten + obscure mods that kill you if you don't pay attention like reflect phys or elemental, no regeneration, lower maximum resistances, cursed with vulnerability/ lower resists... is in any way better and provides a learning experience?
This baffles me.

IMO, the learning curve of PoE is quite good.

Twilight Strand:
Everyone and their uncle do quite noticeable damage to you. So you pick up items and realize that once you have a plate vest or shoes, a shield whatever it is much better.
You meet the first boss, Hillock, from which you learn that manually dodging attacks might be a good idea.

The Coast:
Flaming Cannibals teach you that you should get some fire resistance and Firefury drives that message home and also, again, teaches that moving out of harms way is a really good idea.

Tidal Island:
You learn that getting cold resistance is really important, that you can be completely frozen and left helpless by it (so it might be a smart move to check for some kind of remedy) and again, that you should move out of the way of spells and attacks.

Mud Flats:
Introduction to stun mechanics. Again: Keep moving. Introduction to chaos damage.

Fetid Pool:
Driving home that lesson about stun mechanics, introducing the concept of reviving the undead.

Submerged Passage:
You're taught about curses.

The Ledge:
Introducing the concept of corpse reuse by the enemy. First appearance of enemy totems with a totem boss who teaches you that you should not neglect lightning resistance and to never stand where ground markers announce the coming of burst damage.

Ok, I guess you get the picture.
All this is taught in the first half of the first act, so even people who start a game they never tried in HC mode, won't be thrown back so much.

Or look at the Labyrinth: The first Aspirant's Trial comes very early, so that if you fail, you haven't lost much time learning that you're not ready for Izaro, yet.

I'd say (and have said in the past), that the campaign isn't hard enough,yet, or that early maps are too hard... because there sure is a spike in difficulty when you compare the first maps to everything before.
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
"
Mikrotherion wrote:


And you think throwing a new player directly into maps, where there are stunning rhoas, freezing puddles, shocking skeletons, fireball chucking cannibals, leaping goats, rooting treants and bosses, compared to which the Warden is a fluffy kitten + obscure mods that kill you if you don't pay attention like reflect phys or elemental, no regeneration, lower maximum resistances, cursed with vulnerability/ lower resists... is in any way better and provides a learning experience?
This baffles me.

IMO, the learning curve of PoE is quite good.

Twilight Strand:
Everyone and their uncle do quite noticeable damage to you. So you pick up items and realize that once you have a plate vest or shoes, a shield whatever it is much better.
You meet the first boss, Hillock, from which you learn that manually dodging attacks might be a good idea.

The Coast:
Flaming Cannibals teach you that you should get some fire resistance and Firefury drives that message home and also, again, teaches that moving out of harms way is a really good idea.

Tidal Island:
You learn that getting cold resistance is really important, that you can be completely frozen and left helpless by it (so it might be a smart move to check for some kind of remedy) and again, that you should move out of the way of spells and attacks.

Mud Flats:
Introduction to stun mechanics. Again: Keep moving. Introduction to chaos damage.

Fetid Pool:
Driving home that lesson about stun mechanics, introducing the concept of reviving the undead.

Submerged Passage:
You're taught about curses.

The Ledge:
Introducing the concept of corpse reuse by the enemy. First appearance of enemy totems with a totem boss who teaches you that you should not neglect lightning resistance and to never stand where ground markers announce the coming of burst damage.

Ok, I guess you get the picture.
All this is taught in the first half of the first act, so even people who start a game they never tried in HC mode, won't be thrown back so much.

Or look at the Labyrinth: The first Aspirant's Trial comes very early, so that if you fail, you haven't lost much time learning that you're not ready for Izaro, yet.

I'd say (and have said in the past), that the campaign isn't hard enough,yet, or that early maps are too hard... because there sure is a spike in difficulty when you compare the first maps to everything before.


TLDR: Your character needs ways to deal with everything and still do enough damage. How much time and knowledge is needed for that? Yes.

The game was simply much more fun when it didnt rape players in 666 different ways. And we still managed to find ways to die back then. Now its just cranked to 11 because someone plays too much and was ultimately bored.
POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1.
Last edited by Bosscannon#3325 on Feb 21, 2022, 6:01:28 AM
"
Bosscannon wrote:


The game was simply much more fun when it didnt rape players in 666 different ways.


When was that?
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
"
Mikrotherion wrote:
"
Bosscannon wrote:


The game was simply much more fun when it didnt rape players in 666 different ways.


When was that?


It was... never, of course.

But you will get the standard answer: nonono everything was better in (g)olden days... You know the drill.

From Perandus till Legacy.
POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1.
"
Bosscannon wrote:
From Perandus till Legacy.

It was so fun I genuinely dozed off a few times during campaign, now it can keep you half awake as long as you aren't running a full levelling setup. I'm counting that as an improvement, and GGG knows better than we do what's the number of new accounts that reach maps and if that number is acceptable or not.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
"
bgdmm wrote:
"
Mikrotherion wrote:
"
Bosscannon wrote:


The game was simply much more fun when it didnt rape players in 666 different ways.


When was that?


It was... never, of course.

But you will get the standard answer: nonono everything was better in (g)olden days... You know the drill.


Yes, I too think it was better in the golden days... the days when you really had to watch out for those Rhoas, when Skeletons, the staple easy starter enemy of any aRPG could really, I quote, rape you, when you were careful in the Shipyard Cave because those flickering pirate ghosts could really ruin your day, when Merveil without decent cold res meant being frozen and killed in a matter of seconds, when Piety was not to be trifled with and Dominus was a boss you farmed when you had levelled up in maps a bit, when even white mobs had some sort of HP and strength and it wasn't all about swarming the player with weak mobs but having fewer but stronger ones.

I still enjoy PoE and as you can see from my challenges, I'm rather casual. But I often wonder, why do we need to have sooo many mobs on the screen, most of which do nothing but provide... distraction for your minions, give flask charges?
It's a bit like a, say, pinball game where the scores go into the millions, yet the only digits that change are the first 3 because there's nothing that gives you less than 10000 points. So all the trailing zeros mean nothing. In PoE, the trailing zeros are the white mobs.
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
"
Mikrotherion wrote:
"
bgdmm wrote:
"
Bosscannon wrote:


The game was simply much more fun when it didnt rape players in 666 different ways.



It was... never, of course.

But you will get the standard answer: nonono everything was better in (g)olden days... You know the drill.


Yes, I too think it was better in the golden days... the days when you really had to watch out for those Rhoas, when Skeletons, the staple easy starter enemy of any aRPG could really, I quote, rape you, when you were careful in the Shipyard Cave because those flickering pirate ghosts could really ruin your day, when Merveil without decent cold res meant being frozen and killed in a matter of seconds, when Piety was not to be trifled with and Dominus was a boss you farmed when you had levelled up in maps a bit, when even white mobs had some sort of HP and strength and it wasn't all about swarming the player with weak mobs but having fewer but stronger ones.
.



But what you are saying is actually completely opposite - Bosscannon was claiming that in some long gone, mythical PoE times, game was somehow much more fun because it was, supposedly, much easier.

My point was that there never were such "easy peasy" times in PoE, it's just BS, made up nostalgia of some mythical, golden times, where everything was better, which Bosscannon (and, seemingly, many others) believe(s) in, for some reason...

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