Harvest had 50% more players at same point, Ritual had 90% more

you see this retention graph and yet there's people unironically memeing on page 1 of GD about the next poe killer when poe is already halfway on death's door
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Phrazz wrote:


Personally, I still think Harvest is a band aid, highlighting the game's issues rather than solving them in a good way. I don't think deterministic crafting belongs in this genre. I know it's an unpopular opinion, but I can live with that. I'll rather see them fixing the game's progression issues through drops.

My opinion has nothing to do with longevity or retention. I want to acquire small upgrades WAY more often than we currently do, rather than working on ONE item I will keep for weeks. I think that is a better direction. Drops beyond 'crafting bases' should matter; Harvest removes every bit of that idea.


I would be 100% behind this.

It would make it a lot more meaningful if white maps dropped better stuff than Acts, and yellow maps dropped better stuff than white, and then red, etc.

In reality, the RNG is so high and most drops are so trash that you can easily be doing uber elder with an Act 10 ring or boots.


What I think is not fun is the insane RNG of current crafting and near-zero useful drops. Harvest is one solution, this is another. I am sure there are more as well.

Assuming that someone will invest 20 divines to drop essences on a fractured item, gets tons of trash results, and will be happy when they hit the lotto is just (for me) not fun at all. Even when it hits, the gambling was not fun.
i wasnt expecting anything better to be honest. nobody wants this "transition" phase.

better to ignore the numbers until poe"2" and then make a judgement at that point.

they chose that route - they got only themselves to blame.
Last edited by teksuoPOE#2987 on Oct 6, 2022, 9:16:49 PM
seems to me that if players have a harder time getting gear, they actually play less instead of more. They said they would play more, but that doesn't seem to be the case.
For me, Poe has lost its lustre. I haven’t even passed act 6 and quit playing weeks ago.
this game hasnt been fun for multiple leagues now.
I used to roll multiple characters and play it way longer.
Its gameplay and 'gear progression' is just tedious and unrewarding now
Lab is a chore

Delve / Harbinger / Incursion / Delirium best leagues.
both of those had one thing in common.

it was fun to craft gear, I know I played significantly more than I would on a normal league just making random things that might only fit in one on a few builds so I could try them out one day.

spoiler tag hiding just some of my random crafts from ritual league
Spoiler


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trixxar wrote:
If you dont care about retention, thats fine by me.

But lets just stop the lie that player power reduces retention or people get done with the league earlier. If thats not your concern, then cool.


(To answer your question, neither you or I know the impact retention has on profit vs league start. I agree starting period is probably when people buy. But if everyone quit by day 2, you would agree they dont plan on returning next league start, so at some point it starts to matter. We could argue details but neither of us have the data to express exactly how important it is.)


I can see an argument for players reaching a point in league where it doesn't seem appealing to continue playing.

If your next upgrade is 100 divine or min maxing seems futile and you are not feeling challenged or encouraged to repeat content. By that notion, power gain is all about balance and how quickly it is achieved.
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TheFazzos wrote:
GGG does not make money with retention.

---

I can only speak for myself but I am certain other people are like me. I never buy anything unless I am feeling guilty about not supporting GGG because a league is awesome. That's when I buy stuff. That people "pre-pay" in hopes that the league doesn't suck blows my mind.
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trixxar wrote:
I would be 100% behind this.

It would make it a lot more meaningful if white maps dropped better stuff than Acts, and yellow maps dropped better stuff than white, and then red, etc.

In reality, the RNG is so high and most drops are so trash that you can easily be doing uber elder with an Act 10 ring or boots.


What I think is not fun is the insane RNG of current crafting and near-zero useful drops. Harvest is one solution, this is another. I am sure there are more as well.

Assuming that someone will invest 20 divines to drop essences on a fractured item, gets tons of trash results, and will be happy when they hit the lotto is just (for me) not fun at all. Even when it hits, the gambling was not fun.


Yeah!

Something has to be done, because I don't really feel that the game's (item-) progression is where it should be. But I always play ARPGs for the drops, not the crafting - that's why I'll rather see them "fix" it by revamping/reworking/enhancing/improving drops, and not crafting. Instead of going deeper down the crafting hole, give us some way to influence our drops.
Bring me some coffee and I'll bring you a smile.

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