GGG desperately trying to reinvent the wheel and ending up with a square.
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I mean I'm not saying there isn't a niche for a game thats about mindlessly blowing up screens of harmless XP globes with 1 button while ignoring 9,999 loot items that litter your screen like a methane explosion at a landfill, and occasionally instantly falling over because of an RNG dice roll game over screen.
Obviously POE1 found a kind of game that didn't previously exist... A space ship shooter with fantasy themes and D&D loot. Nothing inherently wrong with enjoying that. I am saying that wasn't what POE1 was intended to be, until they lost control and that unfair "expectation" to put on POE2 Considering its the reason that POE2 was turned into a separate game. So that they didn't have to cater to the people who want that mindless gameplay. Its selfish to insist that POE2 also cater to this given that its supposed to be a more consequential and well designed game instead of a dumb accident of bad scoping and runaway feedback loops. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. |
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If PoE2 is intended to be tuned to be a separate game it needed to look completely different to how it does, it plays just like PoE 1 but where you have your hands tied and the requirements are lower.
I just want them to fix the dumb parts and oh boy there are some dumb parts I don't think i've ever seen a higher quality game pushed with such asinine and backwards design in key places. They can't blame lack of experience either a vast majority of them were launched, iterated and fixed in PoE1 already yet they start at a point more clearly wrong than even the original launch point. Everytime I see a breach splinter I roll my eyes, I just cannot see how they arrived where they did. Designers in a vacuum with absolutely no arpg experience wouldn't produce breach splinters as they are currently it is absolutely bizarre. |
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" Boy howdy let me tell you GGG does not now nor ever understood PoE 1, they just implimented content and random and hoped it worked. |
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" you're just gatekeeping and all things considered there's no reason your gatekeep is any more valid than anyone elses LMAO. "I insist that POE1 be re-titled to: PATH OF SPACE COMBAT" because half way through its life it devolved into mindless flying around nuking entire screens". The worst thing GGG ever did was cave into the clear speed meta, now they are reaping the howling mad vocal minority and have a game that clearly has a wider reach than the "can only press 1 button" crowd cares for. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. |
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" +1 Agreed There are many who declare that POE2 is different game. So why then has it retained the POE1 XP loss and POE1 style limits on map portals in the end-game? POE2 is more challenging as a game and as such, the mechanics used in POE1 to artificially boost the difficulty level are now inappropriate in a game such as POE2. The step change in difficulty going from Cruel Act 3 to maps T1 is quite large and now with no real way to boost character power (POE1 you could levelling up your gems and craft some better gear), you are left with grinding out campaign, hoping for a few Exalts to maybe buy some gear you could use to survive in the end-game. Using them to craft is a waste as you have limits on base items. Not all vendors sell all the base items and you have no way of scrubbing off useless mods. POE2 is a poor showing for POE1 veterans and even for such as I, the POE novice (been around since Affliction). |
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" +1 to make it 1000000000000000000. |
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" I suspect that a certain level of clearspeed and smooth gameplay are both required to make a seasonal live service game successful in the long run. Sure, there's a few HC players. Sure, there's a few Ruthless players. Sure, there's a few SSF players. But the VAST majority of players play SC Trade and there are several reasons for that. And in SSF and HC, the potential is exactly the same, but the grind is longer - for people WANTING that. I was pleasantly surprised about ONE thing hitting maps in PoE 2; Clear speed. On the Monk, it's smooth. Sure, your movement speed is slower, but you clear somewhat fast. That said, the game is FAR from smooth enough to be successful in the long run in its current state. Map sizes, map layouts, 1-portal system and the towers just make the endgame far more tedious than it has to be - and I struggle to understand why they've done it. Is there actually people out there that prefers a Cell layout over a Strand layout? Does anyone prefer larger maze-like maps over smaller, more linear maps? The very best thing about PoE 1, was that you could tailor your own experience based on your preferences and run the content/layouts you wanted to. Player agency. And they've removed 90% of that. The only reason I can see for all of this, is that GGG are calculating in several years of power creep to come. But how long are we supposed to wait for the game to be enjoyable for several hundred hours each league? Only time will show. Bring me some coffee and I'll bring you a smile. Last edited by Phrazz#3529 on Dec 26, 2024, 10:25:27 AM
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" + 1 trillion It's exactly what this game is, nothing more. |
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FWIW: GGG is owned by tencent to the tune of almost 87% and they've appointed 3 members to the GGG board, something that was a FTC violation w Epic for having TWO, much less three in the usa, but maybe not in NZ?
It feels like the hodgepodge of derivative mechanics and conflicting styles. It is very much feeling like decisions made by money driven chart forecasting/speculation C-suites, as to "what sells" and "what is popular" vs people who play path of exile. I am not sure about the actual First Descendant feelings I'm getting from this new GGG/TenCent "game". https://www.justice.gov/opa/pr/tencent-removes-two-directors-epic-games-and-relinquishes-its-right-unilaterally-appoint |
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" That makes a lot of the design choices in PoE 2 make a whole lot more sense. Why the """crafting""" feels like a literal gacha mechanic. And why the whole game is designed in this sinister way to maximize playtime metrics and player engagement by wasting your time in every way possible. I'm starting to think even the loading screen on the world map menu is intentional just to squeeze out a few extra seconds out of players, because what game can't load a UI element while installed in an SSD lmao PoE 2 is just trying to profit off of elden ring hype I guess. |
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