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feike wrote:
Reading some of the posts, i have to ask... Am i the only one who think its OBVIOUS when Chris mentioned he dont take retention as the only metric, he meant just that: He cares about it but dont think it should be the only and true absolute gospel behind wich he should dictate the direction of the game? And when he said that he rather have 10k players than diablo-esque numbers, he meant he rather have a game thats actually loved, even if its niche and indie, than a game thats super mainstream, but its more a money-making shovelware than a game that people actually enjoy?
Really, reading the comments you would think people took those words and seriously interpreted that chris plain dont give a damn about player retention or how the playerbase would be affected on each decision
As for the player-power vs monster-power, i think you guys are missreading things, i dont think its a matter of how much power the players have vs monsters, even AN mods werent problematic at all on their original league back when those mods were even more opressive
I would say the problem is more about control: The AN introduction really takes away control from the players on the dificulty on normal mapping, you have no way to prevent or predict the diff spike that happens when a yellow with mods that counters you shows up. The loot goblin is similar: Its not a matter of the spike itself, its rather how umpredictable and unreliable it is while still being the most efficient way to get currency. Harvest? Same deal: It takes away what little control we were granted to craft stuff and forces us to either settle for "can have 3 crafted mods" and go for 2 weaker crafted mods or take a very high risk to try to get the other half of the item with T2-1 affixes
I think "power" itself is kinda irrelevant, the problem is how they are culling the way we can control how to play the game or get certain outcomes, wich i find kinda baffling: Almost every new mechanic since blight was all about letting the players decide how much challenge vs reward we want. Surely they know its good design to let the players decide how to play the game? Freedom was supposed to be one of the game main selling point
Please allow me to show you how I think it works using a Magic: the Gathering example, which I know Chris Wilson plays.
In MTG you can have a deck with a very high winrate and still lose to a single card designed specifically to break that deck. Such cards are called "silver bullets" in MTG jargon.
Archnemesis mods are silver bullets to most builds. It means that no matter how you build your character, somewhere there is something that potentially can ruin your day.
For the game, this means that it is very unlikely that somebody will abuse a mechanic to make a character that trivializes a content, because somewhere in the game there will always be a combination of mods that simply ignores that.
I remember the days of aura stackers where A8 Sirus was the most difficult content in the game (also due to some flawed encounter design but let us not indulge) and these builds could literally tank Sirus' storms. These days are finally over not only because of balance changes but also because Archnemesis makes it very unlikely to have a build that can trivialize everything in the game. At least this is how I think it is. It would be nice to hear Chris Wilson commenting on this.
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Posted byTheFazzos#2234on Oct 8, 2022, 7:38:46 PM
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TheFazzos wrote:
Archnemesis mods are silver bullets to most builds. It means that no matter how you build your character, somewhere there is something that potentially can ruin your day.
For the game, this means that it is very unlikely that somebody will abuse a mechanic to make a character that trivializes a content, because somewhere in the game there will always be a combination of mods that simply ignores that.
That is simply not true... AN makes the roof taller, but dont really changes the fact that there is a point where past it yellows are just another mob that drop more stuff
You see, it dont matter if the monster have stacked resists to the point it sports 90% vs your damage type if your character have dps in 6m marks, that monster will still melt
It also matters little what offensive combo the monster can muster against a character that on top of that dps also have 90% resist with capped suppres on a 6k life pool, and yes, some people actually manage to hit those marks and go even beyond
The top potential for power players can have is pretty nuts at the moment thanks to all the power creep on gear that went pretty much untouched(there was not been a single real nerf on gear since... well... since the great ES rework ages ago... the nerfs on harvest are the only ones, and those are nerfs to availability, not to item power itself). GGG have just been nerfing casuals by making top items less acessible and nerfing gems and passives, but the power on top stuff have not been touched since forever, so the notion that AN works as a silver bullet simply dont hold past a certain point. When you venture into mirror-tier, yellow monsters just disappear when you click, AN or no AN
It just punishes low and mid players, but for no-lifers who are the ones who actually trivialise the game, they dont change a damn thing
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Posted byfeike#6684on Oct 8, 2022, 8:14:32 PM
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One major retention problem for me is build diversity.
They slapped all these nerfs in Expedition then certain play styles got literally 9 years of power creep back in 3 leagues while other sat stagnant. Build diversity has never been worse as result.
Yea, AN sucks but it also doesn't matter once you break 8+mil DPS. I ended at 19mil with up to 42mil cap on my build this league. The experience is just awful. You either struggle with 10 AN spamming puke on the screen or you vaporize everything and nothing gets to fight back.
So, AN in fact sucks twice over. It's either overwhelming nonsense or dead instantly.
Bleed, pure Physical, Poison, Ignite builds? Good luck. I won't even touch melee now which means I have around 6 builds I can't make because I know they will suck by comparison.
"Never trust floating women." -Officer Kirac
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Posted byXzorn#7046on Oct 8, 2022, 8:47:12 PM
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TheFazzos wrote:
How is player retention meaningful at all? Leaguestart player number is the metric that counts and Kalandra is the fourth most successful league ever.
After GGG pulled 3.19 that metric will be irrelevant because people won't be buying supporter packs until they try out the league. Retention is relevant, since they continuously make new microtransactions throughout the league and bring the loot boxes as well. You reference is outdated.
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Posted byivchekal#2964on Oct 8, 2022, 9:27:10 PM
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Bleu42 wrote:
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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.)
Can we please stop asserting assumptions as fact? You have quite literally zero idea if players who quit early don't return.
You must have missed his posted chart, buddy.
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Posted byivchekal#2964on Oct 8, 2022, 9:31:02 PM
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TheFazzos wrote:
Archnemesis makes it very unlikely to have a build that can trivialize everything in the game.
Which is fine. I think most people are OK with them taking steps so the game cannot be trivialized. The problem is that magic combo of AN mods you speak of trivializes us. Especially when they are amped by the lake mechanic. You can be gibbed before you even get to see what the mods are.
Basically what I'm trying to point out is that it should be a two way street. We shouldn't be able to trivialize content and content shouldn't be able to trivialize us with the caveat you need to be appropriately leveled and geared.
Last edited by NightCicer#2430 on Oct 9, 2022, 9:37:52 AM
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Posted byNightCicer#2430on Oct 9, 2022, 9:37:11 AM
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After not playing for a week I went and played a bit:
Ran a bunch of maps: Only got a few Chaos to show
Ran some seas: Only some chaos...
In total I got nothing. No shaper/elder maps despite having all the atlas passives. This season despite having a 93 and a 94 character I have exactly 0 shaper fights because still one fragment missing. Yeah I could trade it but meh.
Have Guardian maps fell victim to the visionary balance changes or am I having my unluckiest season ever?
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Posted byMaxW81#9965on Oct 9, 2022, 10:03:34 AM
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TheFazzos wrote:
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feike wrote:
Reading some of the posts, i have to ask... Am i the only one who think its OBVIOUS when Chris mentioned he dont take retention as the only metric, he meant just that: He cares about it but dont think it should be the only and true absolute gospel behind wich he should dictate the direction of the game? And when he said that he rather have 10k players than diablo-esque numbers, he meant he rather have a game thats actually loved, even if its niche and indie, than a game thats super mainstream, but its more a money-making shovelware than a game that people actually enjoy?
Really, reading the comments you would think people took those words and seriously interpreted that chris plain dont give a damn about player retention or how the playerbase would be affected on each decision
As for the player-power vs monster-power, i think you guys are missreading things, i dont think its a matter of how much power the players have vs monsters, even AN mods werent problematic at all on their original league back when those mods were even more opressive
I would say the problem is more about control: The AN introduction really takes away control from the players on the dificulty on normal mapping, you have no way to prevent or predict the diff spike that happens when a yellow with mods that counters you shows up. The loot goblin is similar: Its not a matter of the spike itself, its rather how umpredictable and unreliable it is while still being the most efficient way to get currency. Harvest? Same deal: It takes away what little control we were granted to craft stuff and forces us to either settle for "can have 3 crafted mods" and go for 2 weaker crafted mods or take a very high risk to try to get the other half of the item with T2-1 affixes
I think "power" itself is kinda irrelevant, the problem is how they are culling the way we can control how to play the game or get certain outcomes, wich i find kinda baffling: Almost every new mechanic since blight was all about letting the players decide how much challenge vs reward we want. Surely they know its good design to let the players decide how to play the game? Freedom was supposed to be one of the game main selling point
Please allow me to show you how I think it works using a Magic: the Gathering example, which I know Chris Wilson plays.
In MTG you can have a deck with a very high winrate and still lose to a single card designed specifically to break that deck. Such cards are called "silver bullets" in MTG jargon.
Archnemesis mods are silver bullets to most builds. It means that no matter how you build your character, somewhere there is something that potentially can ruin your day.
For the game, this means that it is very unlikely that somebody will abuse a mechanic to make a character that trivializes a content, because somewhere in the game there will always be a combination of mods that simply ignores that.
I remember the days of aura stackers where A8 Sirus was the most difficult content in the game (also due to some flawed encounter design but let us not indulge) and these builds could literally tank Sirus' storms. These days are finally over not only because of balance changes but also because Archnemesis makes it very unlikely to have a build that can trivialize everything in the game. At least this is how I think it is. It would be nice to hear Chris Wilson commenting on this.
uhh what... archnemesis is nothing compared to ubers. there are shit ton of builds that dont even take any damage from rares
"buff grenades"
- Buff Grenades (Buff-Grenades)
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Posted byauspexa#1404on Oct 9, 2022, 10:05:20 AMOn Probation
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Let us not turn this into a contest, I just explained why in my opinion Archnemesis is good for the game because it makes OP builds not as OP. The discussion was never about who is the strongest enemy in the game.
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Posted byTheFazzos#2234on Oct 9, 2022, 11:12:42 AM
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TheFazzos wrote:
Let us not turn this into a contest, I just explained why in my opinion Archnemesis is good for the game because it makes OP builds not as OP. The discussion was never about who is the strongest enemy in the game.
when i go back to act 1 with my lvl 95 build i vaporize everything, you think we should introduce a mob in act 1 to counter lvl 95 builds ?
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Posted bySerialF#4835on Oct 9, 2022, 12:40:18 PM
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