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

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Phrazz wrote:


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 think it's a good take, but unfortunately probably goes against GGG's philosophy of '99,99% of drops need to absolute trash to keep the trade relevant' - at least that's my exaggerated interpretation knowing how the game is labeled as a trading ARPG and how dear this concept is to GGG.
Retention at this stage doesn't matter, but why matters because it will impact on next league though we will never see the numbers obviously.

I'd expect this leagues burn to hit their sales numbers for supporter packs next league but that is only based on general feeling, everyone knows customers are hardly the brightest bunch and many have zero impulse control when it comes to specific purchases regardless of quality, wherever you stand on this league.

I can't pay less than I already do so I don't count!
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esostaks wrote:
I think it's a good take, but unfortunately probably goes against GGG's philosophy of '99,99% of drops need to absolute trash to keep the trade relevant' - at least that's my exaggerated interpretation knowing how the game is labeled as a trading ARPG and how dear this concept is to GGG.


Yep. It's all about the economy. And to balance a online/game economy, there have to be item/currency sinks, to avoid deflation. Sadly, there are no sinks in drops, but plenty in RNG crafting.
Bring me some coffee and I'll bring you a smile.
Recombinators were effectively a sink for drops... But like most good things, they didn't last.
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trixxar wrote:
Can we once and for all stop the nonsense that making players powerful with lots of agency makes them quit the league earlier?

It was dumb then, its worse than that now that it has been tested.

Can we stop repeating that theory finally? The data is in, its not close.



Source: https://www.reddit.com/r/pathofexile/comments/xx6pt3/i_know_we_just_looked_at_player_retention_but_did/

Chris said that he hates data and that all of the decisions about game balancing are done by feelings. Nothing will change sadly.
Last edited by gageris#1266 on Oct 7, 2022, 8:15:08 AM
"
gageris wrote:
"
trixxar wrote:
Can we once and for all stop the nonsense that making players powerful with lots of agency makes them quit the league earlier?

It was dumb then, its worse than that now that it has been tested.

Can we stop repeating that theory finally? The data is in, its not close.



Source: https://www.reddit.com/r/pathofexile/comments/xx6pt3/i_know_we_just_looked_at_player_retention_but_did/

Chris said that he hates data and that all of the decisions about game balancing are done by feelings. Nothing will change sadly.



Lol "The Vision"
While I actually am still enjoying this league, it has clearly been one of the worst received ever. A lot of it was because of the way GGG went about the changes at the start. Not properly tested, not properly communicated, not a proper response, etc. Then the actual league content, which honestly has much more potential than it was allowed to achieve, did not resonate due to poor rewards for even high risk.

Also, while I don't put a lot of stock in the steam numbers as from what I understand that is about a quarter of the player base, it does show trends.
A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.
Last edited by DS_Deadman#3546 on Oct 7, 2022, 11:07:57 AM
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TheFazzos wrote:
GGG does not make money with retention.


Retention matters for next league. You'd run a company into the ground with a quick cash grab with this short sighted thinking.
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DS_Deadman wrote:
Also, while I don't put a lot of stock in the steam numbers as from what I understand that is about a quarter of the player base, it does show trends.

About 60 %, actually, confirmed by GGG itself.
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Xyel wrote:
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DS_Deadman wrote:
Also, while I don't put a lot of stock in the steam numbers as from what I understand that is about a quarter of the player base, it does show trends.

About 60 %, actually, confirmed by GGG itself.


Thanks, my data must be older data. So my bad.
A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.

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