Player retention, new players, rage quitting and difficulty.
In my opinion, PoE2 should move away from punishing mechanics entirely or at least give players the option to avoid them. If the goal is to retain players and attract new ones, providing choices is essential.
Challenging gameplay is fine—I enjoy difficulty—but frustrating and seemingly pointless punishments alienate most players. Mechanics that feel unfair or impossible to counter aren't fun and don’t help the game grow. For example, XP loss is an outdated concept. It doesn’t add value to the experience; it only frustrates players, especially when they face poorly explained challenges they’re unprepared for. These kinds of mechanics—like losing maps, wasting trial coins, or suffering XP loss—don’t just punish players; they undermine their investment and enjoyment. Over time, this can lead to rage quits, as it did for me in PoE1. I got tired of punishing, unexplained systems that felt like a waste of time and effort. That’s not how you keep players engaged or happy. It’s a misconception that PoE1 succeeded because of these mechanics. The game thrived because of its depth, variety, and frequent updates—not because of frustration. A better approach for PoE2 would be to offer freedom of choice. Leagues already provide a framework for different playstyles, so why not expand on that? Here’s what I propose: Hardcore League: Similar to PoE1—if you die, you lose everything. Punishing League: Includes XP loss, map loss, trial coin loss, and other hardcore mechanics for players who enjoy this level of challenge. Casual League: No XP or map loss, no trial coin penalties, and more freedom to experiment with builds (e.g., free respec points). By offering these options, PoE2 could appeal to a broader audience while still catering to its core players. Let each player decide how they want to experience the game, and you’ll likely see better player retention and satisfaction. Last edited by leoviale#3633 on Dec 29, 2024, 9:41:50 AM Last bumped on Dec 29, 2024, 9:40:35 AM
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