"
"
I quote Shinshin hes talking about POE1 "This game does not have lasting appeal." That is factually wrong. Players come back with every new season. And over time the playerbase just grew and didnt go down. The Numbers went up with every new content release or every reset. They didnt go down.
The players came back for updates yes, but those updates failed to retain anyone for long periods of time. If GGG updated the game slower they wouldn't get any long term profits due to horrific retention numbers. The shinshin guy DID state that GGG is amazing at making updates that bring people back. His point was that the designs GGG said were "good" for the endgame had no notable impact on if people actually played the game more, meaning their endgame designs achieved nothing.
the retention is fine.
people get to maps day 1 or 2 of a league and then stay there for 3, 4, 5 weeks before leaving and coming back next league to do the same thing again.
no one gives a shit about campaign in poe1, no one wants to play it, everyone speed runs it to get to endgame because that is what they love, endgame, thats where they spend all their time, thats what they come back for every time.
the retention is exactly what they are aiming for.
they have stated that you cant keep a player forever and its wrong to even try. people will just get burned out. it takes a 1 in a million insane person to play the same game for 15+ hours ever week for 12 years without stopping. thats crazy behaviour, all power to those people who do it but theyre even more mad than most of us 10k+ hours players and were already crazy.
people need to do other things with their life, other hobbies. people who play poe also play magic or overwatch or wow or warhammer or golf or go rock climbing. the design goal is to get everyone together playing at the same time for 3-6 weeks with a new league and then let everyone go do their other life things for 2 months knowing that the next league will come around and they can do it again.
thats the design, thats the proven formula for having an arpg that lasts for 12 years and grows every year, is considered the gold standard for how to run a successful long term game in the genre. trying to keep people playing without breaks is a bad idea doomed to fail.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
|
Posted bySnorkle_uk#0761on Jan 20, 2025, 6:35:40 AM
|
"
I also never quite understood why GGG makes their own lives so much harder. Just give everyone easy 6-links and balance out the game around that fact. Same for gear: why bloat the game with full-RNG-crafting and unidentified drops only to force yourself to balance another set of weights and numbers that will dictate each skill's power?
its an item hunt game, the primary goal is to have really rare, random and desirable loot, not to have a balanced game. in fact making loot and builds exciting can only really happen when there is the potential for things to become extremely unbalanced if you get a jackpot outcome.
this isnt counterstrike or starcraft.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
|
Posted bySnorkle_uk#0761on Jan 20, 2025, 6:41:08 AM
|
"
I don't think it's misleading. The devs just said they want the pace for getting to screen nuking to take longer. They did say they want that to be the late-game though.
I mean showing only one thing where someone uses Polcirkeln and Herald of ice to nuke whole groups of monsters and then saying this is what the devs wants is not missleading? Are you sure about that?? I like screen nuking though. Its satisfying.
"
While the comparisons aren't live service games (elden ring DOES have online though) the fact that PoE has terrible retention despite having so much content, regardless of updates, is in itself very bad. No one plays standard and the fact that updates NEED to reset everyone every single patch in order to get people to play is not ideal.
It is not optimal, but that is what a lot of live service games have. A drought between new releases. I agree that the long term motivation to paly standard is basically nonexistent, but the game isnt designed to have that. Its specifically desigend to be resetted every now and then. People might not like that, but that is what POE is. That does not mean a game loses players. POE continously managed to get higher numbers with new leagues.
"
The biggest issue most people have with this is that PoE2 can have BOTH via content and juicing options, but the game only gravitates towards the screen nuking option with nothing else coming close. The video really hammers this home towards the end how damn bad it is.
How you even wanna do both? I dont see proper way to do that. If you do both all players wont be satisfied.
"
The players came back for updates yes, but those updates failed to retain anyone for long periods of time. If GGG updated the game slower they wouldn't get any long term profits due to horrific retention numbers. The shinshin guy DID state that GGG is amazing at making updates that bring people back. His point was that the designs GGG said were "good" for the endgame had no notable impact on if people actually played the game more, meaning their endgame designs achieved nothing.
But it did retain people. They came back for a new league.
"
Shame you didn't watch the full thing. You stopped right before the undebatably problematic parts that he covers. Basically the devolution of endgame balance.
Didnt see a point to continue watching. Might do it later.
Last edited by Alzucard#2422 on Jan 20, 2025, 6:45:38 AM
|
Posted byAlzucard#2422on Jan 20, 2025, 6:41:51 AM
|
"
"
I also never quite understood why GGG makes their own lives so much harder. Just give everyone easy 6-links and balance out the game around that fact. Same for gear: why bloat the game with full-RNG-crafting and unidentified drops only to force yourself to balance another set of weights and numbers that will dictate each skill's power?
its an item hunt game, the primary goal is to have really rare, random and desirable loot, not to have a balanced game. in fact making loot and builds exciting can only really happen when there is the potential for things to become extremely unbalanced if you get a jackpot outcome.
this isnt counterstrike or starcraft.
True, but at the same time, that's no reason for 90% of the game's skills and items to suffer while a few easy builds are leaps and bounds better than everything else. That makes for a boring game; PoE1's greatest strength is that it lets you make viable builds out of almost anything due to the sheer number of options and interesting interactions available. Which, of course, are possible due to over a decade's worth of updates and leagues. But it should still be something the devs keep in mind when tuning PoE2.
Believe it or not, relative balance actually does matter in an ARPG.
|
Posted byGwonam#5505on Jan 20, 2025, 6:44:58 AM
|
"
LMFAO AHAHAHAHAHAHAHAHA I CANT.
PoE2 players are so delusional they resort to bring back ashinshin ahahahahahahahahahahahaha.
This dude is poe1 finnest clown. You know you're wrong when you're siding with him.
PoE2 is dogwater aRPG for casual unskilled noobs.
Last edited by epiphase#4568 on Jan 20, 2025, 6:46:25 AM
|
Posted byepiphase#4568on Jan 20, 2025, 6:45:38 AM
|
"
"
He says that teh gameplay he chose to show is what the developers want, that is a missleading statement. What they were talking int he interview is a different in pace. Maps feel very different from Campaign. More mobs, faster pace etc.
I don't think it's misleading. The devs just said they want the pace for getting to screen nuking to take longer. They did say they want that to be the late-game though.
"
He proceeds to compare offline games to onlien games. Thats just nonsense.
You cant do that. Every Online service game that has things liek season or new releases will see a large increase in Player numbers in that time. That will dip down over time.
While the comparisons aren't live service games (elden ring DOES have online though) the fact that PoE has terrible retention despite having so much content, regardless of updates, is in itself very bad. No one plays standard and the fact that updates NEED to reset everyone every single patch in order to get people to play is not ideal.
"
Now coems his big statement where he says that people do not love obliterating maps and then to next map etc. because the Devs said people love that. And yes some people dont liek that, other do like that.
The biggest issue most people have with this is that PoE2 can have BOTH via content and juicing options, but the game only gravitates towards the screen nuking option with nothing else coming close. The video really hammers this home towards the end how damn bad it is.
"
I quote Shinshin hes talking about POE1 "This game does not have lasting appeal." That is factually wrong. Players come back with every new season. And over time the playerbase just grew and didnt go down. The Numbers went up with every new content release or every reset. They didnt go down.
The players came back for updates yes, but those updates failed to retain anyone for long periods of time. If GGG updated the game slower they wouldn't get any long term profits due to horrific retention numbers. The shinshin guy DID state that GGG is amazing at making updates that bring people back. His point was that the designs GGG said were "good" for the endgame had no notable impact on if people actually played the game more, meaning their endgame designs achieved nothing.
"
His proof that rerunning the campaign is not boring is that poe number drop after 1 month. Getting through the campaign does not take 1 month it takes a couple days which means. That many Players do paly a lot of endgame content in POE 1. What he says is just incorrect.
I think he was referring to the game pacing more than the actual campaign, but I see your point.
"
I stop watching now he didnt think things through he made crucial mistake his. Some of his arguments are just wrong. And his comparisons are nonsense. Got to min 37 and nothing of value came from it.
Shame you didn't watch the full thing. You stopped right before the undebatably problematic parts that he covers. Basically the devolution of endgame balance.
This is probably by design, unfortunately. It's good for business, and good for addicts. Bad for everyone else. But hey, it's what makes money. I'll just copy and paste what I posted on that video here:
"
These playerbase booms and busts are by design. I know this because GGG devs themselves admitted to such, back when I attended a media event for Ascendancy in 2015. This was also around the time when David Brevik was helping GGG bring PoE to China.
After sitting down to play the then-WIP Labyrinth, some other game journalists and I got to chat with Chris Wilson and the other devs. One of the questions that came up had to do with player retention in the long run, and how GGG planned to monetize their game in the future. Chris' response: PoE was modeled after MMOs, where the highest periods of player spending were at the start of major patch cycles. While we tend to think of sweaty whales as the big spenders, MMOs tend to earn most of their money when dolphins and minnows re-sub every season to try the new patch, play for a few weeks, then bounce until the next major patch rolls around. Path of Exile is no different. PoE rakes in the cash at League start, where casual players trudge through the campaign once again, make a few impulse purchases on MTX and supporter packs, then play maps for a week or two before leaving. The fact that they don't stick around hardly matters. What matters is that they bought supporter packs, and that's how GGG earns their cash.
So yeah. That was 10 years ago, but the fact that GGG hasn't deviated from the rollercoaster playerbase model means it either works for them or it's too comfortable for them to change (as in, their dev cycle is strictly structured around hooking players for a few weeks so they make impulse purchases). And they won't change it until they see a reason to change how they run their games.
|
Posted byGwonam#5505on Jan 20, 2025, 6:46:25 AM
|
"
True, but at the same time, that's no reason for 90% of the game's skills and items to suffer while a few easy builds are leaps and bounds better than everything else. That makes for a boring game; PoE1's greatest strength is that it lets you make viable builds out of almost anything due to the sheer number of options and interesting interactions available. Which, of course, are possible due to over a decade's worth of updates and leagues. But it should still be something the devs keep in mind when tuning PoE2.
Believe it or not, relative balance actually does matter in an ARPG.
I mena there is quiet a bit of diversity in the game. Yes that some builds like Spark are so omnipresent because they are the easiest ot build and to play. Does not mean other not viable. I can name you 20 different viable builds that work.
From Bleed, Poison, Spark archmage, Tri element spark, ice monk, lightning monk, stat stacker, fire witch, minion witch, Dodge spark caster, Hammer of the gods chronomancer, Curse explosion build, Chaos Curse Chayula Monk, 100% Temporal Chains Build. Its all viable.
You have so many builds that you can play and you can beat maps and pinnacles with it.
It is a problem that some builds are so much better than others. And those have to be nerfed a bit, but thats a topic for later until we get a blance patch.
Last edited by Alzucard#2422 on Jan 20, 2025, 6:55:46 AM
|
Posted byAlzucard#2422on Jan 20, 2025, 6:52:28 AM
|
"
Gang5ter15#1071 wrote:
I mena there is quiet a bit of diversity in the game. Yes that some builds like Spark are so omnipresent because they are the easiest ot build and to play. Does not mean other not viable. I can name you 20 different viable builds that work.
But can you name one not 1-button build with clearing speed at least as good as 1-button builds like spark? If they all 1-button, they are basically the same build in terms of the gameplay.
|
Posted bySuchka_777#4336on Jan 20, 2025, 6:59:59 AM
|
"
True, but at the same time, that's no reason for 90% of the game's skills and items to suffer while a few easy builds are leaps and bounds better than everything else. That makes for a boring game; PoE1's greatest strength is that it lets you make viable builds out of almost anything due to the sheer number of options and interesting interactions available. Which, of course, are possible due to over a decade's worth of updates and leagues. But it should still be something the devs keep in mind when tuning PoE2.
Believe it or not, relative balance actually does matter in an ARPG.
yeah for sure. there must be balance in the areas where you want people to have agency to chose how they want to play the game. so skills, classes, core defence mechanics, damage elements. the balance is really shit for these things right now and the devs know it.
the things that guy is talking about tho, items, links etc, you sort of want the opposite, massive power swings. the game isnt supposed to be balanced or fair at all in a lot of these aspects. you find a 6 link and hit a couple of lucky exalts to get some 200% + flat phys +4 skills bow then you are gonna be insanely overpowered, youre gonna dominate the game while im left way behind with my trash 4 link and my 115% ipd shit tier bow. im green with envy.
thats not a bug, thats a feature.
its like poker in some ways. its competitive game knowledge, gambling and luck. youre supposed to link your mate the jackpot drop from the uber boss worth 200 divs you got 1st try, hes supposed to call you a bastard and then you laugh in his face.
its not some equal opportunities chess mirror match. the game is at its most fun when its at its least balanced when it comes to item drops.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
|
Posted bySnorkle_uk#0761on Jan 20, 2025, 7:01:16 AM
|
"
"
I also never quite understood why GGG makes their own lives so much harder. Just give everyone easy 6-links and balance out the game around that fact. Same for gear: why bloat the game with full-RNG-crafting and unidentified drops only to force yourself to balance another set of weights and numbers that will dictate each skill's power?
its an item hunt game, the primary goal is to have really rare, random and desirable loot, not to have a balanced game. in fact making loot and builds exciting can only really happen when there is the potential for things to become extremely unbalanced if you get a jackpot outcome.
We must be talking about different games, because I have yet to see someone who plays this game to chase items.
"
This is probably by design, unfortunately. It's good for business, and good for addicts. Bad for everyone else. But hey, it's what makes money. I'll just copy and paste what I posted on that video here:
"
These playerbase booms and busts are by design. I know this because GGG devs themselves admitted to such, back when I attended a media event for Ascendancy in 2015. This was also around the time when David Brevik was helping GGG bring PoE to China.
After sitting down to play the then-WIP Labyrinth, some other game journalists and I got to chat with Chris Wilson and the other devs. One of the questions that came up had to do with player retention in the long run, and how GGG planned to monetize their game in the future. Chris' response: PoE was modeled after MMOs, where the highest periods of player spending were at the start of major patch cycles. While we tend to think of sweaty whales as the big spenders, MMOs tend to earn most of their money when dolphins and minnows re-sub every season to try the new patch, play for a few weeks, then bounce until the next major patch rolls around. Path of Exile is no different. PoE rakes in the cash at League start, where casual players trudge through the campaign once again, make a few impulse purchases on MTX and supporter packs, then play maps for a week or two before leaving. The fact that they don't stick around hardly matters. What matters is that they bought supporter packs, and that's how GGG earns their cash.
So yeah. That was 10 years ago, but the fact that GGG hasn't deviated from the rollercoaster playerbase model means it either works for them or it's too comfortable for them to change (as in, their dev cycle is strictly structured around hooking players for a few weeks so they make impulse purchases). And they won't change it until they see a reason to change how they run their games.
Interesting to get confirmation. That's basically what I said in other posts regarding GGG's stance about this game's periodic cycle and their FOMO-driven strategy.
My only question is whether or not Tencent will allow them to maintain this with a smaller game, or they'll force them to grow their playerbase
Last edited by _rt_#4636 on Jan 20, 2025, 7:10:15 AM
|
Posted by_rt_#4636on Jan 20, 2025, 7:06:13 AM
|