Endgame - Time expendature vs. Punishment

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GGG mentioned they would prefer to leave un-started mechanics on the map tile on death, but are unsure how to implement it without opening up economic exploits.


^^^


This right here is the WHOLE PROBLEM. They care more about the trade system and the fake economy than the game itself. Most players dont trade period. They said it themselves. Most players are not engaged in the trade system and have zero intention. Makes me think they do this on purpose to force people to use it and instead they uninstall the game before it gets out of EA.

Exact same weird design choice they made in PoE1 which took years for them to correct with proper crafting systems.

The last thing they should care about is an economy during early access for a league that is not a real league. We are trying to test out skills, spells, bugs and overall game play balance yet their focus is on punishing people for trying to play. There should not be three to four layers of punishment during early access in a bug riddled mess. That is how you get people to tell their friends not to buy it.
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Crob#2629 wrote:
their focus is on punishing people for trying to play


It, is it. The Vision is about it. The player gameplay experience is an afterthought.

The interview made it clear, a game balanced around make people engage on the Path of Trade.
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Crob#2629 wrote:
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GGG mentioned they would prefer to leave un-started mechanics on the map tile on death, but are unsure how to implement it without opening up economic exploits.


^^^


This right here is the WHOLE PROBLEM. They care more about the trade system and the fake economy than the game itself. Most players dont trade period. They said it themselves. Most players are not engaged in the trade system and have zero intention. Makes me think they do this on purpose to force people to use it and instead they uninstall the game before it gets out of EA.

Exact same weird design choice they made in PoE1 which took years for them to correct with proper crafting systems.

The last thing they should care about is an economy during early access for a league that is not a real league. We are trying to test out skills, spells, bugs and overall game play balance yet their focus is on punishing people for trying to play. There should not be three to four layers of punishment during early access in a bug riddled mess. That is how you get people to tell their friends not to buy it.


Truth. They place way too much priority on a trading system that most people don't engage with and if you asked them would tell you they don't even particularly want, especially when it results in all these compromises to the actual gameplay.
The path to facing the pinnacle bosses is way too grindy for sure, even assuming 0 deaths. But die at a Citadel? Grind piles on even more. Dying at the pinnacle boss, do it all over again. I have more tolerance for grind than most, but not this much.
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fattucus#5866 wrote:
You are an adult with limited amount of time to game. Stop playing if you are not having fun.

I would also suggest to stop actively trying to make the game less fun for those that do enjoy the 'difficulty' of the game.


You are familiar with the concept of providing feedback on an early access game that specifically requests feedback, right?

Besides, the sheer number of endless threads on this suggests that a LOT of people have problems with this stuff and do not in fact find it "fun". Maybe they should hive it off for a specific league for people that do like it instead of trying to inflict it on everyone.
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Tridus#0514 wrote:
Maybe they should hive it off for a specific league for people that do like it instead of trying to inflict it on everyone.


They did it in PoE 1, it was the Ruthless league experiment... the result... a tiny puny fraction of less than 1% of the current PoE 1 playerbase played it, most of them Content Creators sponsored by GGG.

So, GGG took this EA as a opportunity to shove this Ruthless nonsense down the throat of everyone. News flash, people will not engage into Ruthless.
Last edited by Fhrek#4437 on Jan 20, 2025, 6:20:12 PM
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Crob#2629 wrote:
"
GGG mentioned they would prefer to leave un-started mechanics on the map tile on death, but are unsure how to implement it without opening up economic exploits.


^^^


This right here is the WHOLE PROBLEM. They care more about the trade system and the fake economy than the game itself. Most players dont trade period. They said it themselves. Most players are not engaged in the trade system and have zero intention. Makes me think they do this on purpose to force people to use it and instead they uninstall the game before it gets out of EA.

Exact same weird design choice they made in PoE1 which took years for them to correct with proper crafting systems.

The last thing they should care about is an economy during early access for a league that is not a real league. We are trying to test out skills, spells, bugs and overall game play balance yet their focus is on punishing people for trying to play. There should not be three to four layers of punishment during early access in a bug riddled mess. That is how you get people to tell their friends not to buy it.

They will engage when GGG adds the exchange for items.
Honestly, the only punishment I see needing adjustment is xp per death. Have it start at 1% at 90 and up to 9% at 99. The gains are so little that it will be punishing enough, even with all proper acts and poe1 leagues present in the game.

The rest, I feel is proper risk vs reward.
I love hardcore content. My last achievement was 110% on steelsoul hallowknight; it took me 3 tries. This game just misses it. The exp loss wouldn't be the problem if the end game systems were engaging or if they did it a different way. I don't even want to engage in breach, or ritual. it doesn't vibe with the rest of the game. ima be shhh outa luck if they stick with this style of play and the exp penalty. on the upside I started a minecraft world yesterday, so the world is my oyster, or whatever else I wanna make it really.
I think it is too boring in expanding the Endgame map and stacking the drop rate with tower

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